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In document Unidad 1. Insertar y eliminar elementos (página 39-46)

Huge monstrosity, chaotic evil Armor Class 15

Hit Points 172 (15d12 + 75) Speed 5 ft., swim 90 ft.

Str 25 (+7) Dex 11 (+0) Con 20 (+5) Int 15 (+2) Wis 18 (+4) Cha 18 (+4) Saving Throws Str +12, Con +10, Int +7, Wis +9, Cha +9 Special Senses true seeing120 ft.

Immunities lightning and thunder damage, and damage

from nonmagical weapons; polymorph effects, sleep; can’t be frightened or paralyzed

Languages understands Thayan

Aquatic. The kraken can breathe underwater, and being

underwater imposes no penalty on its attack rolls or ability checks.

Siege Monster. The kraken deals double damage to objects

and structures.

Telepathy. The kraken can communicate telepathically with any

creature within 100 feet of it that can understand a language.

Actions

Multiattack. The kraken makes three melee attacks, each of

which it can replace with one use of Fling.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.

Hit: 23 (3d8 + 10) piercing damage.

Tentacle. Melee Weapon Attack: +11 to hit, reach 30 ft., one

target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled. Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple only one target.

Fling. One object held or creature grappled by the kraken’s

tentacles is thrown up to 60 feet away from the kraken and knocked prone. If a thrown target strikes an object, such as a wall or floor, it takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that target must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.

Lightning Storm. The kraken creates three bolts of lightning,

each of which can strike a target within 150 feet of the kraken. A target must make a DC 20 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Kuo-toa

Medium humanoid (kuo-toa), chaotic evil Armor Class 12 (shield)

Hit Points 16 (3d8 + 3) Speed 30 ft., swim 30 ft.

Str 10 (+0) Dex 10 (+0) Con 12 (+1) Int 9 (–1) Wis 10 (+0) Cha 8 (–1) Skills Perception +7

Special Senses darkvision 120 ft.

Immunities poison damage and poison effects; can’t be

paralyzed

Resistances lightning Languages Undercommon

Light Sensitivity. While in sunlight, the kuo-toa has

disadvantage on attack rolls.

Otherworldly Perception. The kuo-toa can sense the presence

of invisible and Ethereal creatures within 30 feet of it, but cannot pinpoint their exact locations unless they are in motion.

Slippery Hide. An unarmored kuo-toa that is grappled gains

advantage on checks made to escape. An unarmored kuo-toa that is restrained gains advantage on checks and saving throws to end the condition.

Actions

Javelin—Melee and Ranged Attack. +2 to hit, reach 5 ft. or

range 30 ft/120 ft., one creature. Hit: 3 (1d6) piercing damage.

Net. The kuo-toa targets a point in space up to 20 feet away.

Each Large or smaller creature within 5 feet of that point must succeed on a DC 10 Dexterity saving throw or be restrained by the net. A creature can break free of the net by using its action to make a DC 10 Strength check or by dealing 5 slashing damage to the net.

Reactions

Sticky Shield. When a creature misses the kuo-toa with

a melee attack, the kuo-toa uses its reaction to catch the attacking weapon with its sticky shield. The attacking creature and the kuo-toa engage in a Strength contest; if the kuo-toa wins the contest, the weapon is wrested from its wielder’s grip and stuck to the kuo-toa’s shield.

Pulling a weapon free of the shield requires an action and is resolved as a Strength contest (see above).

APPENDIX 3

Leucrotta

Large monstrosity, chaotic evil Armor Class 13

Hit Points 45 (6d10 + 12) Speed 50 ft.

Str 17 (+3) Dex 14 (+2) Con 15 (+2) Int 9 (–1) Wis 12 (+1) Cha 6 (–2) Skills Perception +3

Languages Common

False Tracks. It takes a successful DC 20 Intelligence (Nature)

check to tell a leucrotta’s tracks from those of a large deer.

Keen Smell. When using its sense of smell, the leucrotta has

advantage on Wisdom (Perception) checks.

Mimicry. The leucrotta can mimic sounds it has heard, such as

a person crying out in pain. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Perception) check.

Actions

Bite—Melee Attack. +5 to hit, reach 5 ft., one creature.

Hit: 10 (2d6 + 3) slashing damage. If the leucrotta scores a

critical hit, it rolls the damage dice thrice instead of twice.

Hooves—Melee Attack. +5 to hit, reach 5 ft., one creature.

Hit: 8 (2d4 + 3) bludgeoning damage.

Kicking Retreat. Whenever the leucrotta takes the disengage

action, it can take a bonus action to make a hoof attack before moving.

Appearance

A leucrotta stands 7 feet tall at the shoulder, and its tan body, which gradually darkens to black at the head, can be up to 9 feet long. The creature’s body resembles that of a muscular deer, it has a tufted tail and cloven hooves, and its head is like that of a badger. Instead of teeth, the leucrotta has several serrated bone ridges, and the monster’s eyes glow with red light when it is fighting. The smell of death hangs in the air around a leucrotta, and its breath is especially foul.

Lich

Medium undead, neutral evil Armor Class 16

Hit Points 135 (18d8 + 54) Speed 30 ft.

Str 11 (+0) Dex 16 (+3) Con 16 (+3) Int 20 (+5) Wis 14 (+2) Cha 13 (+1) Saving Throws Int +11, Wis +8

Skills Arcana +10, Insight +7, Perception +7 Special Senses true seeing 120 ft.

Resistances cold, lightning, necrotic; bludgeoning, piercing,

and slashing from nonmagical weapons

Immunities poison; charmed, frightened, intoxicated,

paralyzed, unconscious; disease, poison effects, polymorph; any effect targets a creature’s soul; doesn’t need to breathe, drink, eat, or sleep

Languages Abyssal, Common, Draconic, Infernal, Primordial

Legendary Resistance (3/Day). If the lich fails a saving throw, it

can choose to succeed instead.

Phylactery Rejuvenation. Provided it has a phylactery, a

destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. The lich is an 18th-level wizard that uses

Intelligence as its spellcasting ability (spell save DC 18, +10 to hit). The lich has the following spells prepared:

Cantrips—eldritch blast, mage hand, prestidigitation 1st level (4 Slots)—magic missile, shield, thunderwave 2nd level (3 Slots)—detect thoughts, invisibility, mirror image 3rd level (3 Slots)—counterspell, fireball

4th level (3 Slots)—blight, dimension door 5th level (3 Slots)—cloudkill, scrying

Turn Resistance. The lich has advantage on saving throws

against Turn Undead.

Actions

Paralyzing Touch—Melee Attack. +8 to hit, reach 5 ft., one

creature. Hit: 10 (3d6) cold damage, and the creature must succeed on a DC 15 Constitution saving throw or become paralyzed for 1 minute and have its hit point maximum reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature’s hit point maximum to 0, the creature dies.

A creature can repeat the saving throw at the end of each of its turns, ending the paralyzed condition on it early on a success. The reduction to a creature’s hit point maximum lasts until the creature finishes a long rest.

Legendary Actions

The lich gains three legendary actions at the end of each of its turns. It can take these actions at any time between then and the start of its next turn, when any untaken legendary actions are lost. The lich can take its legendary actions in the following ways, spending the specified number of actions:

• 3 Actions. The lich disrupts life force around it. Each creature within 20 feet of the lich must make a DC 15 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. • 2 Actions. The lich fixes its gaze on one creature it can see within 10 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the lich is within line of sight, ending the effect on it early on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the lich’s gaze for the next 24 hours.

• 1 Action (1/Round). The lich casts a cantrip. • 1 Action (1/round). The lich makes one touch attack.

Mane

Small fiend (demon), chaotic evil Armor Class 11

Hit Points 4 (1d6 + 1) Speed 20 ft.

Str 10 (+0) Dex 12 (+1) Con 13 (+1) Int 3 (–4) Wis 8 (–1) Cha 4 (–3) Immunities poison; charmed, frightened; disease, poison

effects, sleep

Resistances cold, fire, lightning

Languages understands Abyssal but doesn’t speak

Actions

Multiattack. The mane makes one bite attack and one claw

attack.

Bite—Melee Attack. : +2 to hit, reach 5 ft., one creature. Hit: 2

(1d4) piercing damage.

Claws—Melee Attack. +2 to hit, reach 5 ft., one creature. Hit: 2

(1d4) slashing damage.

Merrow

Large monstrosity, chaotic evil Armor Class 13

Hit Points 52 (7d10 + 14) Speed 10 ft., swim 60 ft.

Str 19 (+4) Dex 10 (+0) Con 14 (+2) Int 10 (+0) Wis 11 (+0) Cha 11 (+0) Special Senses darkvision 60 ft.

Languages Giant, Primordial (Aquan)

Aquatic. The merrow can breathe underwater, and being

underwater imposes no penalty on its attack rolls or ability checks.

Actions

Claws—Melee Attack. +5 to hit, reach 5 ft., one creature.

Hit: 9 (2d4 + 4) slashing damage.

Harpoon—Melee or Ranged Attack. +5 to hit, reach 5 ft. or

range 20 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, and if the target is more than 5 feet away from the merrow, the merrow can pull the target within 5 feet of it if if beats the target in a Strength contest.

Javelin—Melee or Ranged Attack. +5 to hit, reach 5 ft. or range

30 ft./120 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

In document Unidad 1. Insertar y eliminar elementos (página 39-46)

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