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Armor Class 14 (hide) Hit Points 85 (10d10 + 30) Speed 50 ft.

STR DEX CON INT WIS CHA

18 (+4) 17 (+3) 16 (+3) 13 (+1) 15 (+2) 17 (+3)

Skills Athletics +6, Intimidation +5, Perception +4,

Survival +4

Senses passive Perception 14 Languages Common, Wemic Challenge 4 (1,100 XP)

Pack Tactics. The wemic pride leader has advantage on an attack roll against a creature if at least one of the wemic’s allies is within 5 feet of the creature and the ally isn't incapacitated.

Pounce. If the wemic pride leader moves at least 20 feet straight toward a creature and then hits it with a claws attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the lion can make one melee weapon attack against it as a bonus action.

Running Leap. With a 10-foot running start, the wemic pride leader can long jump up to 25 feet.

ACTIONS

Multiattack. The wemic pride leader uses its battle cry ability if able, then makes two attacks: one with its warhammer and one with its claws, or two with its longbow.

Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 10) bludgeoning damage when wielded in two hands.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Battle Cry (Recharge 6). The wemic pride leader lets out a battle cry, granting its allies within 60 feet a +5 bonus to weapon damage rolls until the end of the pride leader's next turn.

This wemic has learned to lead by example, and commands its allies respect as well as their action.

X

ILL

The vaguely reptilian xill are natives of the Ethereal Plane. Four-armed, leathery-skinned humanoids brilliantly colored red, these beings are feared on all planes that border the Ethereal (in other words, the Material Plane and the Inner Planes). Some xill claim that these fears are unfounded, but many members of other races believe that even the so-called civilized xill harbor a dark secret.

All xill communicate telepathically – fact is, they have no spoken language – and they can travel back and forth from the Ethereal Plane as they wish.

High and Low Clans. Xill can be classified as

members of the Lower Clans or the High Clans. Lower Clan xill rarely use weapons, preferring the strength of their claws, and they never create anything of their own. They seemingly live only to reproduce, and thus raid other planes looking for intelligent hosts for their eggs. Interestingly, the xill of the Lower Clans don’t refer to themselves as “Lower Clans”, don’t even acknowledge the High Clans, and can’t look upon any other race as anything more than prey.

High Clan xill lead more sophisticated lives, crafting tools, weapons, clothing, and other necessities for themselves. The High Clans rarely leave the Ethereal, but if they’re encountered, they don’t automatically size up the situation as predator/prey. In fact, many High Clan xill trade goods and information with travelers to the Misty Shore. Anyone looking for such xill can find them in the Deep Ethereal, dwelling in refined cities built on chunks of what’s known as solid ether. Some High Clan xill can even be paid to serve as guides to the

mysterious plane.

Rumor has it, however, that the High Clans xill still need to use intelligent creatures as hosts in which to hatch their young. According to these dark rumors, somewhere hidden in the Deep Ethereal is a vast hatchery/nursery where human slaves are bred and grown like cattle to serve as hosts for xill eggs. Most folk hope that this rumor isn’t true and try not to think about it too much.

XILL

Medium aberration, lawful evil

Armor Class 14 (natural armor) Hit Points 58 (9d8 + 18) Speed 40 ft.

STR DEX CON INT WIS CHA

15 (+2) 16 (+3) 15 (+2) 12 (+1) 12 (+1) 11 (+0)

Skills Athletics +4, Acrobatics +5 Senses passive Perception 11 Languages telepathy 120 ft. Challenge 4 (1,100 XP)

Ethereal Jaunt. As a bonus action, the xill can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

ACTIONS

Multiattack. The xill makes three attacks: two with its shortswords and one with its claws or bite. An unarmed xill can instead make two attacks with its claws, or one with its claws and one with its bite.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage and the target is grappled (escape DC 14).

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature grappled by the xill. Hit: 7 (1d8 + 3) piercing damage. If the target is a living creature, it must succeed on a DC 12 Constitution saving throw or be infected with a disease – a batch of miniscule xill eggs.

A humanoid host can carry only one batch of xill eggs to term at a time. Over the next four days, the eggs gestate and grow into dozens of newborn xill. In the 12- hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the xill devour the host from the inside, killing it almost instantly.

If the disease is cured before the xill emerge, the unborn xill are disintegrated.

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