quinta-feira, 30 de setembro de 2021

Monstro Homebrew para D&D 5e - Yuan-ti (Brute / Boss)

 


Outro monstro da campanha de Hard and Dark agora a base que usei para os Yuan-ti Brutes e o Boss, está seria a ficha inicial, depois fiz algumas mudanças, mas está seria a "original" que fiz






Yuan-ti (Brute / Boss )

Medium aberration, Lawful Evil

Armor Class

 

10

Hit Points

 

136 (16d8 + 64)

Speed

 

40 ft., climb 40 ft.

STR

18 (+4)

 

DEX

10 (+0)

 

CON

18 (+4)

 

INT

10 (+0)

 

WIS

14 (+2)

 

CHA

14 (+2)

Saving Throws

 

Str +8, Cha +6

Skills

 

Animal Handling +6, Athletics +8, Investigation +4, Perception +6, Stealth +4

Damage Immunities

 

poison

Condition Immunities

 

poisoned, restrained

Senses

 

blindsight 60 ft., passive Perception 16

Languages

 

Serpentis, Undercommon

Challenge

 

10 (5,900 XP)

Magic Resistance.

 The Yuan-Ti Leader has advantage on saving throws against spells and other magical effects.

Actions

Multiattack.

 The Yuan-Ti Leader does two attacks with the Serpent Sword

Serpent Sword.

 Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (1d10 + 4) slashing damage and 5 (1d10 ) poison damage. This poison Damage is applied only at the first hit from the combat round.

The target must succeed a DC 14 Constitution Saving Throw or become poisoned.

Legendary Actions

The monster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The monster regains spent legendary actions at the start of its turn.

Serpent Sword.

 The Yuan- Ti Leader makes an melee attack

Constrict.

 The Yuan-Ti leader jumps on a creature that is up to 10ft from it, the creature must succeed in a DC 15 Strength Saving Throw or become grappled and restrained, just one creature can be affected in any given time.

Poison Hide.

 Once there is any kind of poisonous gas the Yuan-ti leader can hide in plain sight.

Lair Actions

When fighting inside its lair, the monster can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the monster can take one lair action to cause one of the following effects:

  • 1- Burnt Othur Fumes (Inhaled): A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage.
  • 2 - Essence of Ether (Inhaled): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 8 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
    3 - Malice (Inhaled): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature is Blinded.
    4 - Stinking Cloud (Inhaled) : Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.
The monster can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row

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