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 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sat Apr 08, 2017 3:34 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4515
Advodaza, Nemesis Devil
Huge fiend, lawful evil
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Armor Class 20 (idol armor)
Hit Points 290 (20d12 + 160)
Speed 40 ft., fly 80 ft.
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STR 25 (+7) DEX 10 (+0) CON 26 (+8) INT 23 (+6) WIS 22 (+6) CHA 24 (+7)
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Saving Throws Dex +6, Con +14, Wis +12
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 16
Languages Infernal, telepathy 120 ft.
Challenge 19 (22,000 XP)
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Idol Armor. The nemesis devil is adorned in idols and ornaments of devotion, providing it an AC of 20 and resistance to all damage. If destroyed, it has a natural armor of 16, and its listed resistances and immunities. The dismissal effect of dispel good and evil or divine word destroys a nemesis devil's armor instead of banishing it.

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, dispel magic, greater invisibility
3/day each: divine word, harm, heal, hold monster, wall of stone

ACTIONS
________________________________________________________________________________

Multiattack. The devil makes four attacks: one with its bite, two with its claws, and one with its tail. If it moves, it can also trample.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (3d4 + 7) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 22 Constitution saving throw or lose 10 (3d6) 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 10 (3d6). 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.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage.

Trample The devil moves up to its speed. Any creature in its path must make a DC 21 Dexterity saving throw or take 28 (6d6 + 7) damage and be knocked prone. A successful saving throw deals half damage and avoids being knocked prone.


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 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sat Apr 08, 2017 4:51 pm 
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Posts: 4515
Ayngavhaul, Heresy Devil
Huge fiend (devil), lawful evil
________________________________________________________________________________
Armor Class 16 (natural)
Hit Points 172 (15d12 + 75)
Speed 10 ft., fly 40 ft.
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STR 20 (+5) DEX 8 (-1) CON 20 (+5) INT 20 (+5) WIS 19 (+4) CHA 19 (+4)
________________________________________________________________________________
Saving Throws Dex +3, Con +9, Wis +8
Skills Arcana +13, Deception +8, History +13, Insight +8, Religion +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 14
Languages Infernal, telepathy 120 ft.
Treasure -
Challenge 10 (5,900 XP)
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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
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Multiattack. The devil makes two attacks, one with its slam and one with its bite. It can replace either with a searing word.

Slam: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. If the target is Large or smaller, it must make a DC 17 Dexterity saving throw or be restrained by the devil's throne. The creature takes automatic slam damage each round, and can make a Dexterity save at the end of its turn each round to free itself. If the devil moves or uses its slam on another creature, this effect ends.

Bite: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Searing Word: Ranged Spell Attack: +9 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage and 14 (4d6) thunder damage.

Blasphemous Bile (Recharge 6): The devil expels putrid bile in a 30-foot line. Each creature in that area must make a DC 17 Dexterity saving throw, taking 45 (10d8) acid damage on a failed save, or half as much damage on a successful one. A divine spellcaster that fails their save suffers disadvantage on all spell attacks and the targets of its spell effects have advantage on any saving throws made against them. This effect lasts for 1 hour or until a creature uses its action and a gallon of liquid (or any amount of holy water) to wash the putrescence off.


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 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sat Apr 08, 2017 6:03 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4515
The Monkey King
Medium celestial, chaotic neutral
________________________________________________________________________________

Armor Class 29
Hit Points 528 (33d8 + 264)
Speed 120 ft. (can walk on water or clouds)
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STR 26 (+8) DEX 30 (+10) CON 26 (+8) INT 18 (+4) WIS 28 (+9) CHA 25 (+7)
________________________________________________________________________________

Saves Dex +15, Con +13, Wis +13
Skills Acrobatics +26, Athletics +24, Stealth +26
Damage Resistance fire, bludgeoning, piercing and slashing from non-magical weapons
Damage Immunities poison
Condition Immunities charmed, disease, frightened, poisoned
Senses truesight 120 ft., passive Perception 19
Languages Bestial, Common; Tongue of Sun and Moon
Treasure Ruyi Jingu Bang
Challenge 29 (135,000 XP)

________________________________________________________________________________

Evasion. If the Monkey King is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, the Monkey King instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Legendary Diamond Soul. The Monkey King can reroll a save that he has failed. Three times per day, he can simply succeed on a failed save.

Magic Weapons. The Monkey King's weapon attacks are magical.

Master Monk The Monkey King can use Dash, Dodge or Disengage as a bonus action.

Shapechanger. The Monkey King can use a bonus action to polymorph into any humanoid or beast, or back into his true form. Other than his size and movement speeds, his statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he dies.

Innate Spellcasting. The Monkey King's spellcasting ability is Wisdom (spell save DC 25). He can innately cast the following spells, requiring no material components:
3/day each: control water, hold monster, magic circle
1/day each: control weather

ACTIONS
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Multiattack The Monkey King makes five melee attacks.

Ruyi Jingu Bang. Melee Weapon Attack: +21 to hit, reach 15 ft., one target. Hit: 31 (4d8 + 13) bludgeoning damage and 18 (4d8) radiant damage.

Unarmed Strike.Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 15 (1d10 + 10) bludgeoning damage. The creature must make a DC 25 save, the type and effect of which are determined by the Monkey King.
Strength – the creature is pushed 15 feet away from the Monkey King on a failed save.
Dexterity – the creature is knocked prone on a failed save.
Constitution – the creature is stunned for 1 round on a failed save.

Quivering Palm (1/long rest) A creature on the same plane as the Monkey King that has been struck by an unarmed strike in the past month must make a Constitution saving throw (DC 25) or be reduced to 0 hit points. On a successful save, they take 10d10 necrotic damage.

Leap of the Clouds. The Monkey King jumps to a location he is aware of. This is functionally identical to the teleport spell.


REACTIONS
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Deflect Missiles The Monkey King reduces the damage from a successful ranged attack by 1d10+33. If this reduces the damage to 0, the Monkey King catches the missile and can throw it back immediately as part of the reaction.


LEGENDARY ACTIONS
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The Monkey King 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 Monkey King regains spent legendary actions at the start of his turn.

Attack. The Monkey King makes an attack.

Jump. The Monkey King uses his Leap of the Clouds action or moves up to his speed without drawing opportunity attacks.

Clone (Costs 3 actions) The Monkey King takes a hair and turns it into a clone of himself. The clone has all of the same statistics as the Monkey King, but no legendary actions.


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 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Fri Apr 14, 2017 5:22 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4515
Dire Elephant (Palaeoloxodon)
Gargantuan beast, unaligned
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Armor Class 13 (natural armor)
Hit Points 174 (12d20 + 48)
Speed 50 ft.
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STR 24 (+7) DEX 9 (-1) CON 19 (+4) INT 3 (-4) WIS 11 (+0) CHA 8 (-1)
________________________________________________________________________________
Senses passive Perception 10
Languages Bestial
Challenge 7 (2,900 XP)
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Trampling Charge: If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked Prone. If the target is Prone, the elephant can make one stomp attack against it as a bonus action.

ACTIONS
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Gore: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 34 (6d8 + 7) piercing damage.

Stomp: Melee Weapon Attack: +10 to hit, reach 10 ft., one Prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.


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 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sun Apr 23, 2017 1:53 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4515
Nephen
Medium elemental, neutral evil
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Armor Class 17
Hit Points 170 (20d8 + 80)
Speed 30 ft., fly 60 ft.
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STR 18 (+4) DEX 18 (+4) CON 18 (+4) INT 26 (+8) WIS 24 (+7) CHA 26 (+8)
________________________________________________________________________________
Saving Throws Con +10, Int +14, Wis +13
Skills Arcana +20
Damage Resistances damage from spells
Damage Immunities force, poison; non magical bludgeoning, piercing, and slashing
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 17
Languages Common, telepathy 120 ft.
Challenge 18 (20,000 xp)
________________________________________________________________________________

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

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

Innate Spellcasting. The nephen's spellcasting ability is Intelligence (spell save DC 22). The nephen can innately cast the following spells, requiring no material components:
At will: counterspell, detect magic, dispel magic, invisibility, mage armor, shield
3/day each: cone of cold, fireball, hold monster, lightning bolt, telekinesis

Vulnerability to Spells A nephen suffers disadvantage on saves against effects that would banish or imprison it. A nephen that begins it turn in or moves into the presence of an antimagic field takes 10d8 points of damage. Dispel magic can be used offensively against a nephen, requiring a spell attack roll (with advantage) and dealing 8d6 points of damage if successful. (Plus 1d6 per level if used at higher levels.)

ACTIONS
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Multiattack. The nephen makes two attacks with its fists. It can substitute a force blast for any melee attack.

Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 22 (5d8) energy damage. The nephen determines the damage type, whether it is acid, cold, fire, force, lightning or thunder.

Force Blast. Ranged Spell Attack: +14 to hit, range 100 ft., one target. Hit: 22 (5d8) force damage.

Major Magic (Recharge: 6) The nephen casts a spell off the wizard list. If the spell is lesser magic (1st - 3rd circle), the nephen recharges on a roll of 5-6 and rolls two d6 taking the higher result. If the spell is greater magic (7th -9th circle), the nephen recharges on a roll of 6, and rolls two d6 taking the lower result.


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 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Mon Apr 24, 2017 7:56 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4515
Kelvezu
Medium fiend (demon), chaotic evil
________________________________________________________________________________
Armor Class 18 (studded leather)
Hit Points 119 (14d8 + 64)
Speed 30 ft., fly 30 ft.
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STR 18 (+4) DEX 22 (+6) CON 18 (+4) INT 16 (+3) WIS 20 (+5) CHA 17 (+3)
________________________________________________________________________________
Saves Dex +10, Con +8, Int +7, Wis +9
Skills Acrobatics +10, Deception +11, Perception +9, Stealth +14
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 19
Languages Abyssal, Common, Draconic; telepathy 120 ft.
Treasure shortsword, dagger, studded leather armor
Challenge 9 (5,000 XP)

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Assassinate. During its first turn, the kelvezu has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the kelvezu scores against a surprised creature is a critical hit.

Evasion. If the kelvezu is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the kelvezu instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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

See Invisibility The kelvezu can see invisible creatures as though they were visible.

Sneak Attack (1/Turn). The kelvezu deals an extra 23 (7d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kelvezu that isn't incapacitated and the kelvezu doesn't have disadvantage on the attack roll.

ACTIONS
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Multiattack. The kelvezu makes three melee attacks, two with its shortsword and one with its dagger. Alternately it can make two claw attacks.

Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage, the target must make a DC 18 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage, the target must make a DC 18 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) slashing damage, the target must make a DC 18 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

Invisibility (Recharge 6) The kelvezu becomes invisible for 1 minute, even if it attacks during this time. The recharge does not begin until the kelvezu becomes visible.


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 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Mon Apr 24, 2017 8:15 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4515
Blood Fiend
Large fiend (demon), chaotic evil
________________________________________________________________________________
Armor Class 17 (natural)
Hit Points 123 (13d10 + 52)
Speed 40 ft., fly 50 ft.
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STR 18 (+4) DEX 18 (+4) CON 18 (+4) INT 15 (+2) WIS 14 (+2) CHA 16 (+3)
________________________________________________________________________________
Saving Throws Str +7, Con +7, Wis +5
Damage Resistances cold, fire, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal, telepathy 120 ft.
Treasure -
Challenge 8 (3,900 XP)
________________________________________________________________________________

Blood Thirst. A blood fiend has advantage on attack rolls against any creature that does not have full hit points.

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

ACTIONS
________________________________________________________________________________

Multiattack. The blood fiend makes five attacks, one with its bite and four with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 9 (2d8) necrotic damage. The blood fiend heals an equal amount of hit points.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage. Instead of dealing damage, the blood fiend can grapple the target (escape DC 14).


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 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sat Apr 29, 2017 12:21 am 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4515
Klurichir
Huge fiend (demon), chaotic evil
________________________________________________________________________________
Armor Class 22 (natural)
Hit Points 434 (28d12 + 252)
Speed 40 ft., fly 80 ft.
________________________________________________________________________________
STR 29 (+9) DEX 20 (+5) CON 28 (+9) INT 22 (+6) WIS 19 (+4) CHA 24 (+7)
________________________________________________________________________________
Saving Throws Str +16, Con +16, Wis +11, Cha +14
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities frightened, poisoned
Senses truesight 120 ft., passive Perception 14
Languages Abyssal, telepathy 120 ft.
Treasure
Challenge 22 (25,000 XP)
________________________________________________________________________________

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

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

ACTIONS
________________________________________________________________________________

Multiattack. The klurichir makes six attacks, four with its claws, one with its bite and one with its maw.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage.

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage

Maw. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 42 (6d10 + 9) piercing damage and the target is grappled. (escape DC 19). A grappled creature is automatically hit by the maw, and the klurichir cannot use the maw to attack another creature that turn. If the klurichir scores a critical hit, it rolls damage dice three times, instead of twice. (The klurichir does not crit if it uses its auto-hit on a grappled creature.)

Acid Storm. (Recharge 5-6) A swirling cloud of noxious smoke shot through with burning fumes appears in a 20 foot radius Sphere centered on a point within 150 ft. The cloud spreads around corners and is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Constitution saving throw (DC 22). A creature takes 45 (10d8) acid damage and 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. A creature that fails its save is also poisoned for 1 minute. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from the klurichir in a direction that it chooses at the start of each of its turns.

Teleport: The klurichir magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.


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 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sat Apr 29, 2017 12:45 am 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4515
Molydeus
Large fiend (demon), chaotic evil
________________________________________________________________________________
Armor Class 19 (natural)
Hit Points 262 (21d10 + 147)
Speed 40 ft.
________________________________________________________________________________
STR 26 (+8) DEX 15 (+2) CON 24 (+7) INT 20 (+5) WIS 18 (+4) CHA 23 (+6)
________________________________________________________________________________
Saving Throws Str +14, Con +12, Wis +9, Cha +12
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities flanking, poisoned
Senses truesight 120 ft., passive Perception 14
Languages Abyssal, telepathy 120 ft.
Treasure greataxe
Challenge 19 (22,000 XP)
________________________________________________________________________________

Demon Slayer The molydeus has advantage on attack rolls against demons. Demons have disadvantage on attack rolls against a molydeus.

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

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


ACTIONS
________________________________________________________________________________

Multiattack. The molydeus makes four attacks, two with its greataxe, and one with each of its bites. If it doesn't have its greataxe, it can attack twice with its claws.

Greataxe. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (2d12 + 8) slashing damage. If the molydeus scores a critical hit, it rolls damage dice three times, instead of twice.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Wolf Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 8) piercing damage.

Snake Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) piercing damage, the target must make a DC 21 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one. If the Constitution save is unsuccessful, the poison ignores resistance to poison and treats immunity to poison as resistance.

Flying Axe. The molydeus releases its greataxe to hover magically in an unoccupied space within 5 feet of it. If the demon can see the axe, the demon can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the demon's hands. If the hovering axe is targeted by any effect, the demon is considered to be holding it. The hovering axe falls if the demon dies.

Teleport: The molydeus magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.


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 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sat Apr 29, 2017 2:31 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4515
Bulezau
Large fiend (demon), chaotic evil
________________________________________________________________________________
Armor Class 14 (natural)
Hit Points 126 (12d10 + 60)
Speed 40 ft.
________________________________________________________________________________
STR 20 (+5) DEX 10 (+0) CON 20 (+5) INT 6 (-2) WIS 10 (+0) CHA 8 (-1)
________________________________________________________________________________
Saving Throws Con +8, Wis +3, Cha +2
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 10
Languages Abyssal, telepathy 120 ft.
Treasure -
Challenge 6 (2,300 XP)
________________________________________________________________________________

Blood Frenzy A bulezau that takes damage flies into a reckless frenzy, gaining advantage on melee attacks and providing advantage to all melee attacks directed at it for 1 minute.

Brute. A melee weapon deals one extra die of its damage when a bulezau hits with it (included in the attack).

Charge: If the bulezau moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked Prone.

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

ACTIONS
________________________________________________________________________________

Multiattack. The bulezau makes two attacks, one with its glaive and one with its gore.

Glaive. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 27 (4d10 + 5) slashing damage.

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.


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