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 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sat Mar 18, 2017 8:25 pm 
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Posts: 4515
Sergeant Yzed, Guardian of the Armory
Medium fiend (devil), lawful evil
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Armor Class 16 (breastplate)
Hit Points 136 (16d8 + 64)
Speed 30 ft.
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STR 19 (+4) DEX 15 (+2) CON 18 (+4) INT 9 (-1) WIS 11 (+0) CHA 11 (+0)
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Saving Throws Str +7, Con +7, Wis +3
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 10
Languages Infernal, telepathy 120 ft.
Treasure Faithbreaker (adamantine shatterspike glaive), mithril breastplate, ring of invisibility
Challenge 9 (5,000 XP)

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Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Magic Resistance. The bearded devil has advantage on saving throws against spells and other magical effects.

Steadfast The devil can't be Frightened when it can see an allied creature within 30 ft. of it.


ACTIONS
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Multiattack. Yzed makes three attacks: one with its beard and two with its glaive.

Beard: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be Poisoned for 1 minute. While Poisoned in this way, the target can’t regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Glaive: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 15 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 15 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.


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 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sat Mar 18, 2017 8:25 pm 
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Posts: 4515
Natara
Medium fiend (devil), lawful evil
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Armor Class 22 (plate, shield)
Hit Points 312 (26d8 + 104)
Speed 30 ft.
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STR 18/25 (+7) DEX 13 (+1) CON 18 (+4) INT 10 (+0) WIS 12 (+1) CHA 15 (+2)
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Saving Throws Dex +7, Con +10, Wis +7, Cha +8
Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Infernal, telepathy 120 ft.
Treasure Dark Ward (+1 spiked plate with gauntlets of fire giant strength), +1 shield of lightning resistance, +1 vicious lance, demon slayer battleaxe
Challenge 17 (18,000 XP)
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Charge: If Natara moves at least 30 feet straight toward a target and then hits it with a lance attack on the same turn, the target takes an extra 26 (4d12) piercing damage.

Demonbane Natara deals maximum damage to demons.

Mounted Combatant Natara has advantage on attacks against any unmounted foe smaller than her mount while mounted. She can force an attack targeted at her mount to target her instead and vice versa. If her mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the mount instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

ACTIONS
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Multiattack. Natara makes four battleaxe attacks or two attacks with her lance. If she is grappled, she can attack with her armor spikes as a bonus action.

Lance. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 14 (1d12 + 8) piercing damage plus 13 (2d12) poison damage. A mounted combatant must make a Dexterity save (DC 21) or be knocked off its mount. A creature larger than Natara gains advantage on this save.

Battleaxe. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage plus 13 (2d12) poison damage.

Armor Spikes. Melee Weapon Attack: +14 to hit, reach 0 ft., one grappling creature. Hit: 10 (1d4 + 8) piercing damage plus 13 (2d12) poison damage.

REACTIONS
________________________________________________________________________________

Baleful Gaze: When a creature Natara can see starts its turn within 30 feet of her, she reflects their own insecurities back upon them. The creature must succeed on a DC 16 Wisdom saving throw or be Frightened for 1 minute.


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 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sat Mar 18, 2017 8:26 pm 
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Posts: 4515
Equstiax
Large fiend, lawful evil
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Armor Class 19 (plate barding)
Hit Points 153 (18d10 + 54)
Speed 50 ft.
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STR 18 (+4) DEX 15 (+2) CON 16 (+3) INT 11 (+0) WIS 17 (+3) CHA 16 (+3)
________________________________________________________________________________
Damage Immunities fire, poison
Condition Immunities charmed, paralyzed, poisoned
Senses passive Perception 13
Languages Common, Infernal, Sylvan, telepathy 60 ft.
Challenge 8 (3,900 XP)
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Confer Fire Resistance: Equstiax can grant resistance to fire damage to anyone riding him.

Charge: If Equstiax moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 18 (4d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked Prone.

Illumination: Equstiax sheds bright light in a 10- foot radius and dim light for an additional 10 feet.

Innate Spellcasting: Equstiax’s innate spellcasting ability is Charisma (spell save DC 14). He can innately cast the following spells, requiring no components:
At will: Detect Evil and Good, Druidcraft, Pass without Trace
1/day each: Dispel Evil and Good, Entangle, Fear

Magic Resistance: Equstiax has advantage on saving throws against spells and other magical effects.

Magic Weapons: Equstiax’s weapon attacks are magical.

ACTIONS
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Multiattack: Equstiax makes two attacks: one with his hooves and one with his horn.

Hooves: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage.

Horn: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 9 (2d8) necrotic damage and 7 (2d6) fire damage.

Ethereal Stride: Equstiax and up to three willing creatures within 5 feet of him magically enter the Ethereal Plane from the Material Plane, or vice versa.

Teleport (1/Day): Equstiax magically teleports himself and up to three willing creatures he can see within 5 feet of him, along with any equipment they are wearing or carrying, to a location he is familiar with, up to 1 mile away.

LEGENDARY ACTIONS
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Equstiax 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. He regains spent legendary actions at the start of his turn.
Hooves: Equstiax makes one attack with his hooves.

Shimmering Shield (Costs 2 Actions): Equstiax creates a shimmering, magical field around himself or another creature he can see within 60 feet of it. The target gains a +2 bonus to AC until the end of his’s next turn.

Heal Self (Costs 3 Actions): Equstiax magically regains 11 (2d8 + 2) hit points.


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 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Mon Mar 20, 2017 1:36 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4515
Nosferatu
Medium undead (shapechanger), neutral evil
________________________________________________________________________________
Armor Class 17 (natural)
Hit Points 136 (13d8 + 78)
Speed 30 ft.
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STR 14 (+2) DEX 18 (+4) CON 22 (+6) INT 17 (+3) WIS 19 (+4) CHA 18 (+4)
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Saves Dex +8, Wis +8, Cha +8
Skills Perception +12, Stealth +12
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 120 ft., passive Perception 22
Languages same as life, telepathy 60 ft.
Treasure -
Challenge 10 (5,900 XP)

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Shapechanger: If the nosferatu isn’t in sunlight or running water, it can use its action to polymorph into a swarm of bats, rats, spiders, or back into its true form. While in swarm form, the nosferatu can’t speak, it gains resistance to bludgeoning, piercing and slashing damage and it gains the attack and speed of the swarm it changed to. Its other statistics are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

Regeneration: The nosferatu regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the nosferatu takes radiant damage or damage from holy water, this trait doesn’t function at the start of the nosferatu's next turn.

Spider Climb: The nosferatu can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Swarm Escape: When it drops to 0 hit points outside its resting place, the nosferatu transforms into a swarm instead of falling Unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed. While it has 0 hit points in swarm form, it can’t revert to its nosferatu form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its nosferatu form. It is then Paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

Nosferatu Weaknesses: The nosferatu has the following flaws:
[i]Forbiddance:
The nosferatu can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water: The nosferatu takes 20 acid damage if it ends its turn in running water.
Stake to the Heart: If a piercing weapon made of wood is driven into the vampire’s heart while the nosferatu is Incapacitated in its resting place, the nosferatu is Paralyzed until the stake is removed.
Sunlight Hypersensitivity: The nosferatu takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

ACTIONS
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Multiattack (Nosferatu Form Only): The nosferatu makes two attacks, only one of which can be a bite attack.

Claws (Nosferatu Form Only): Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) slashing damage. Instead of dealing damage, the nosferatu can grapple the target (escape DC 16).

Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is Grappled by the nosferatu, Incapacitated, or Restrained. Hit: 5 (1d6 + 2) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the nosferatu regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a wight under the nosferatu's control.

Bites (Swarm Form only) Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) piercing damage.

Charm: The nosferatu targets one humanoid it can see within 30 feet of it. If the target can see the nosferatu, the target must succeed on a DC 16 Wisdom saving throw against this magic or be Charmed by the nosferatu. The Charmed target regards the nosferatu as a trusted friend to be heeded and protected. Although the target isn’t under the nosferatu's control, it takes the nosferatu's requests or actions in the most favorable way it can, and it is a willing target for the nosferatu's bite attack. Each time the vampire or the nosferatu's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the nosferatu is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Telekinesis: Ranged Spell Attack: +8 to hit, range 60 ft., one creature or object weighting less than 1000 lbs. The nosferatu can move an object or creature of 1000 lbs or less up to 30 ft., but not out of range of the spell. A creature may oppose the nosferatu's telekinesis with a Strength check. This is otherwise identical to the telekinesis spell.


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 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sat Apr 01, 2017 6:38 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4515
Deimavigga, Apostate Devil
Large fiend, lawful evil
________________________________________________________________________________
Armor Class 20 (plate)
Hit Points 250 (20d10 + 140)
Speed 30 ft., fly 60 ft.
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STR 20 (+5) DEX 14 (+2) CON 24 (+7) INT 24 (+7) WIS 18 (+4) CHA 26 (+8)
________________________________________________________________________________
Saving Throws Dex +7, Con +12, Wis +9
Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 14
Languages Infernal, telepathy 120 ft.
Treasure full plate
Challenge 16 (25,000 XP)
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Boundless Reach The devil's claws slice through reality, allowing it to make attacks against any creature it can see. It still only threatens a 10 ft. area around it for purpose of its reach. The claws can be attacked before the devil's next turn, but attacks against them suffer disadvantage. Effects that block planar travel block this ability.

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Magic Weapons. The devil's weapon attacks are magical.

Innate Spellcasting. The devil's spellcasting ability is Charisma (spell save DC 21). The devil can innately cast the following spells, requiring no material components:
At will: detect magic, fireball, invisibility
3/day each: hold monster, major image

ACTIONS
________________________________________________________________________________

Multiattack. The devil makes two attacks with its claws. Alternately, it makes a claw attack against all targets it can see.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 13 (3d8) psychic damage.

Ohrwurm The devil whispers a universal truth to a creature within 5 ft. The creature must succeed on a DC 21 Wisdom save or the words take root in its psyche. The creature suffers disadvantage on any rolls made against the deimavigga. In addition, every time the creature attempts to rest, it must succeed on another DC 21 Wisdom save or it gains no benefit from the rest and suffers 3d6 psychic damage.

Evangelize The devil speaks to all creatures within 60 ft. Those that fail a DC 21 Wisdom save are either Frightened, Charmed or calmed (as calm emotions), by the devil's words for 1 minute. The devil chooses which effect to apply.


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 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sun Apr 02, 2017 10:34 am 
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Posts: 4515
Puragaus, Immolation Devil
Large fiend, lawful evil
________________________________________________________________________________
Armor Class 19 (natural)
Hit Points 262 (21d10 + 147)
Speed 30 ft. fly 90 ft.
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STR 24 (+7) DEX 15 (+2) CON 24 (+7) INT 18 (+4) WIS 16 (+3) CHA 20 (+5)
________________________________________________________________________________
Saving Throws Str +12, Con +12, Wis +8, Cha +10
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Infernal, telepathy 120 ft.
Challenge 18 (20,000 XP)
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Burn Any creature taking fire damage from the devil must succeed on a DC 20 Dexterity save or catch on fire, taking 7 (2d6) fire damage at the beginning of its turn. It can extinguish the flames by using its action to make another save.

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Fire Shield Any creature hitting the devil in melee takes 9 (2d8) fire damage.

Hellfire A creature with immunity to fire damage takes half damage from the devil's fire attacks.

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

ACTIONS
________________________________________________________________________________

Multiattack. The devil makes four melee attacks: two with its claws, one with its wings and one with its gore. It can use Hurl Hellfire in place of any melee attack.

Claws. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage and 10 (3d6) fire damage.

Gore. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) piercing damage and 10 (3d6) fire damage.

Wings. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage and 10 (3d6) fire damage.

Hellfire Blast. Spell Attack: Dex DC 20 half, range 150 ft., 10 ft. radius. Hit: 28 (8d6) fire damage. If the area has flammable objects that aren't being worn or carried, they also catch fire.


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 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sun Apr 02, 2017 1:43 pm 
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Posts: 4515
Zebub, Accuser Devil
Small fiend (devil), lawful evil
________________________________________________________________________________
Armor Class 14
Hit Points 22 (4d6 + 8)
Speed 20 ft. fly 40 ft.
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STR 9 (-1) DEX 18 (+4) CON 14 (+2) INT 9 (-1) WIS 15 (+2) CHA 12 (+1)
________________________________________________________________________________
Skills Deception +3, Perception +6, Stealth +6
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Infernal, Common
Treasure -
Challenge 1 (200 xp)

________________________________________________________________________________

Devil’s Sight: Magical darkness doesn’t impede the devil’s darkvision.

Magic Resistance: The devil has advantage on saving throws against spells and other magical effects.

ACTIONS
________________________________________________________________________________

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 3 (1d6) acid damage, and the target must succeed on a DC 12 Constitution saving throw, contracting sewer plague on a failed save.

Invisibility: The devil magically turns Invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the devil wears or carries is Invisible with it.

Infernal Eye A zebub records all that it sees and may pass its visions on to another creature. By remaining in contact with a willing creature, it can replay up to 24 hours of witnessed events, or shorter incidents if it so chooses. It takes a zebub 1 round to replay 1 hour of recorded images, which the target receives in a flash of information, without sound or other sensory information. After relaying its findings, the zebub cannot replay its visions of those events again.


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 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sat Apr 08, 2017 12:26 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4515
Levaloch, Warmonger Devil
Large fiend, lawful evil
________________________________________________________________________________
Armor Class 16 (natural)
Hit Points 114 (12d10 + 48)
Speed 40 ft., climb 40 ft.
________________________________________________________________________________
STR 20 (+5) DEX 17 (+3) CON 19 (+4) INT 14 (+2) WIS 16 (+3) CHA 15 (+2)
________________________________________________________________________________
Saving Throws Con +7, Wis +6
Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities fire, poison
Condition Immunities exhaustion, paralyzed, poisoned, stunned
Senses darkvision 120 ft., passive Perception 14
Languages Infernal, telepathy 120 ft.
Treasure trident
Challenge 8 (3,900 XP)
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Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Hellstrider Difficult terrain does not impede the levaloch. The devil has advantage on checks or saves to resist being moved or knocked prone.

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Merciless Blow The devil deals an additional 7 (2d6) damage to restrained targets.


ACTIONS
________________________________________________________________________________

Multiattack. The devil makes three attacks, one with its trident, one with its net and one with its claws.

Trident. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Net. Ranged Weapon Attack: +8 to hit, range 10/30 ft., one target. Hit: Restrained

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

REACTIONS
________________________________________________________________________________

Aided Blow The devil can use its reaction to give an adjacent ally advantage on an attack roll.


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 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sat Apr 08, 2017 12:26 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4515
Magaav, Host Devil
Medium fiend (devil), lawful evil
________________________________________________________________________________
Armor Class 15 (natural)
Hit Points 67 (9d8 + 27)
Speed 20 ft., fly 40 ft.
________________________________________________________________________________
STR 18 (+4) DEX 19 (+4) CON 16 (+3) INT 10 (+0) WIS 12 (+1) CHA 11 (+0)
________________________________________________________________________________
Saving Throws Dex +6, Con +5, Wis +3
Skills Athletics +8
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Infernal, telepathy 120 ft.
Challenge 4 (1,200 XP)

________________________________________________________________________________

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Magic Resistance. The bearded devil has advantage on saving throws against spells and other magical effects.

Master Grappler The devil gains advantage on all rolls made to grapple or escape a grapple.


ACTIONS
________________________________________________________________________________

Multiattack. The devil makes two attacks with its claws.

Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 13 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Noxious Breath (Recharge 6) The magaav exhales a breath that reeks of pure corruption in a 15 ft. cone. Creatures within the area take 13 (2d12) poison damage and become poisoned for 1 minute. Those that succeed on a DC 13 Constitution saving throw take half damage and are not poisoned.


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 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sat Apr 08, 2017 2:49 pm 
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Posts: 4515
Phistophilus, Contract Devil
Medium fiend (devil), lawful evil
________________________________________________________________________________
Armor Class 17 (natural)
Hit Points 142 (15d8 + 75)
Speed 30 ft.
________________________________________________________________________________
STR 17 (+3) DEX 18 (+4) CON 20 (+5) INT 22 (+6) WIS 21 (+5) CHA 20 (+5)
________________________________________________________________________________
Saving Throws Con +9, Int +10, Wis +9
Skills Deception +13, Insight +9, Persuasion +13
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 15
Languages Infernal, telepathy 120 ft.
Treasure -
Challenge 9 (5,000 XP)
________________________________________________________________________________

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

ACTIONS
________________________________________________________________________________

Multiattack. The devil makes four attacks: three with its contracts and one with its gore.

Contract: Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 8 (1d4 + 6) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 16). Until this grapple ends, the target is restrained and the devil can automatically hit the target with its contract. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 17 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. The wound cannot be treated with either magic or medicine if the victim is still grappled by the contract.

Gore: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.


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