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Imágenes (I) Introducción

In document Unidad 1. Insertar y eliminar elementos (página 32-39)

The aspect of Kazit Gul gains one 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 aspect of Kazit Gul can take its legendary actions in the following ways, spending the specified number of actions:

1 Action. The aspect of Kazit Gul swirls its dusty remains

around it. Each creature within 10 feet of the aspect of Kazit Gul, including around a corner, must succeed on a DC 14 Constitution saving throw or be blinded until the end of the aspect of Kazit Gul’s next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the aspect of Kazit Gul’s next turn.

1 Action. At the start or end of another creature’s turn, the

aspect of Kazit Gul flies up to half its speed.

Barghest

Medium fiend (shapechanger), chaotic evil Armor Class 13

Hit Points 38 (7d8 + 7)

Speed 30 ft. (50 ft. in fiendish wolf form)

Str 18 (+4) Dex 14 (+2) Con 13 (+1) Int 14 (+2) Wis 11 (+0) Cha 14 (+2) Saving Throws Con +4, Cha +5

Special Senses darkvision 120 ft.

Resistances damage from nonmagical weapons Languages Abyssal, Goblin

Pass without Trace. While in fiendish wolf form, the barghest

can pass without trace (as the spell) at will.

Actions

Bite—Melee Attack (Fiendish Wolf Form Only). +7 to hit, reach 5

ft., one creature. Hit: 13 (2d8 + 4) piercing damage.

Claws—Melee Attack (Goblin Form Only). +7 to hit, reach 5 ft.,

one creature. Hit: 11 (2d6 + 4) slashing damage.

Change Shape. The barghest polymorphs into a Small goblin. It

statistics do not change except for its size, and any equipment it carries is not transformed. It reverts to fiendish wolf form when dropped to 0 hit points.

Spellcasting (Goblin Form Only). The barghest is a 7th-level

spellcaster that uses Intelligence as its spellcasting ability (spell save DC 12). It needs to use only somatic and verbal components to cast its spells. The barghest knows the following spells:

At Will—levitate, misdirection 1/Day Each—dimension door

Reactions

Devour Body and Soul. When the barghest kills a humanoid

creature, it begins gorging on the creature’s body. It feeds until the end of its next turn, whereupon it also swallows the creature’s soul and traps it in its gullet. If the barghest is wounded before it can finish gorging, it loses the soul and gains no benefits.

When the barghest traps a soul, its current and maximum hit points both increase by 10 for 24 hours. These benefits are cumulative with multiple gorgings, up to a maximum increase of 60 hit points. After 24 hours, a trapped soul is completely consumed, and the barghest’s maximum hit points decrease by 10. A creature killed by the barghest cannot be raised from the dead as long as its soul is trapped in the barghest’s gullet. A creature whose soul is completely consumed by the barghest cannot be raised or resurrected by any means. If the barghest dies, any undigested souls in its gullet are released.

APPENDIX 3

Basilisk

Medium beast, unaligned Armor Class 10 Hit Points 28 (5d8 + 5) Speed 20 ft.

Str 13 (+1) Dex 8 (–1) Con 12 (+1) Int 2 (–4) Wis 14 (+2) Cha 12 (+1) Special Senses darkvision 60 ft.

Immunities petrification from any source other than its own eyes Languages —

Petrifying Gaze. Each creature that starts its turn within 30 feet

of and able to see the basilisk’s eyes must either make a DC 11 Constitution saving throw against petrification or, unless surprised, avert its own eyes. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the basilisk. On a failed save, the creature is restrained and begins to turn to stone. While restrained in this way, a creature must repeat the saving throw at the end of its next turn, becoming permanently petrified on a failure or ending the effect on a success.

A petrified creature is stunned and has resistance to all damage. If it is physically broken or damaged while petrified, the creature suffers from similar damage or deformities when it reverts to its normal state.

If it sees its own eyes reflected on a polished surface that’s within 30 feet of it and in an area of bright light, the basilisk can be affected by its own gaze.

Actions

Bite—Melee Attack. +4 to hit, reach 5 ft., one creature.

Hit: 8 (2d6 + 1) piercing damage.

Behir

Huge monstrosity, neutral evil Armor Class 15

Hit Points 168 (16d12 + 64) Speed 50 ft., climb 40 ft.

Str 23 (+6) Dex 13 (+1) Con 18 (+4) Int 5 (–3) Wis 14 (+2) Cha 12 (+1) Skills Perception +7, Stealth +6

Special Senses darkvision 90 ft. Immunities lightning

Languages Draconic

Actions

Multiattack. The behir makes one bite attack and one

constrict attack.

Bite—Melee Attack. 10 to hit, reach 10 ft., one creature. Hit: 22

(3d10 + 6) piercing damage.

Constrict—Melee Attack. +10 to hit, reach 10 ft., one creature.

Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6)

slashing damage, and the creature is grappled and restrained while grappled. While grappling in this way, the behir can constrict only the grappled creature.

Lightning Breath (Recharge 6). The behir breathes lightning in

a 20-foot line. Each creature in the line must make a DC 12 Dexterity saving throw, taking 65 (11d10) lightning damage on a failed save, or half as much damage on a successful one.

Swallow Whole. While grappling a Medium or smaller creature,

the behir can make one bite attack against the creature, and if the attack hits, the creature is swallowed. While swallowed, the creature is blinded and restrained. Until it is freed, the swallowed creature takes 10 (3d6) acid damage at the start of each of the behir’s turns. A behir can have only one creature swallowed at a time.

A swallowed creature can cut its way free by dealing 15 piercing or slashing damage to the behir’s gizzard. If the behir is incapacitated, the swallowed creature can be pulled or crawl the 10 feet out of the behir. In either case, a freed creature is then prone in a space within 5 feet of the behir.

Beholder

Large aberration, lawful evil Armor Class 15

Hit Points 123 (13d10 + 52) Speed 0 ft., fly 20 ft.

Str 10 (+0) Dex 14 (+2) Con 18 (+4) Int 17 (+3) Wis 15 (+2) Cha 17 (+3) Saving Throws Int +7, Wis +6, Cha +7

Skills Perception +10

Special Senses darkvision 120 ft. Immunities cannot be knocked prone Languages Deep Speech, Undercommon

Antimagic Cone. The beholder’s central eye has been maimed,

so it is unable to use this ability. Healing magic has no effect on restoring the eye.

Hover. Even while incapacitated, if it still has hit points, the

beholder continues to hover.

Actions

Bite—Melee Attack. +7 to hit, reach 5 ft., one creature. Hit: 5

(2d4) piercing damage.

Eye Rays. The beholder uses three of the following eye rays, but it

can use each ray only once on its turn. The beholder shoots each ray at a target it can see within 150 feet of it. The target must succeed on a DC 15 Dexterity saving throw to avoid a ray and its effect. The beholder can use each ray only once on its turn.

1—Charm. The creature must succeed on a DC 15 Wisdom

saving throw or be charmed by the beholder for 1 hour, or until the beholder or one of its allies harms the creature. 2—Paralysis. The creature must succeed on a DC 15 Wisdom saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect early on a success.

3—Fear. The creature must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, with disadvantage if the beholder is within line of sight, ending the effect early on a success.

4—Slow. The creature must succeed on a DC 15 Wisdom saving throw or, for 1 minute, its speed is halved. In addition, the creature takes a –2 penalty to AC and Dexterity saving throws, and it can either move or take an action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect early on a success. 5—Inflict Wounds. The creature must make a DC 15

Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

6—Telekinesis. The creature must contest its Strength against the beholder’s Charisma. If the beholder wins, it moves the creature up to 30 feet in any direction. In addition, until the start of the beholder’s next turn, the creature is restrained in a telekinetic grip.

An object weighing 300 pounds or fewer is moved up to 30 feet in any direction, unless it is being carried or worn. In that case, the carrier or wearer must contest its Strength against the beholder’s Charisma. If the beholder wins, the object is moved. The beholder can also engage in fine manipulation of objects with its telekinesis.

7—Sleep. The creature must succeed on a DC 15 Wisdom saving throw or fall asleep and remain unconscious for 1 minute, or until it takes damage or someone takes an action to wake it. 8—Petrification. The creature must succeed on a DC 15 Constitution saving throw or be restrained and begin to turn to stone. While restrained in this way, a creature must repeat the saving throw at the end of each of its turns, becoming permanently petrified on a failure or ending the effect on a success.

In document Unidad 1. Insertar y eliminar elementos (página 32-39)

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