Plasma Pistol.Ranged Weapon Attack:+3 to hit, range 40/120 ft., one target. Hit: 8 (2d6 + 1) radiant damage. If the sectoid dies, its plasma pistol harmlessly self-destructs.
Mind Merge. The sectoid chooses one ally within 30 feet of it that it can see and psionically merges its consciousness with the target. The target gains 4 (1d8) temporary hit points for the duration. Whenever the target makes an attack roll or a saving throw before the merge ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. The merge lasts for as long as the sectoid maintains concentration, up to 1 minute (as if concentrating on a spell). The merge also ends if the target and the sectoid are more than 300 feet apart. If the sectoid dies, the merge ends and the target takes 9 (2d8) psychic damage.
Death Burst. The thin man explodes when it drops to 0 hit points. Each creature within 5 feet of it must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage and be poisoned for 1 minute. While poisoned in this way, the target takes 5 (2d4) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Eerie Resemblance. The thin man resembles a human. A creature that can see the thin man can discern its true nature with a successful DC 15 Intelligence (Investigation) check.
Standing Leap. The thin man’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Actions
Light Plasma Rifle.Ranged Weapon Attack:+6 to hit, range 40/120 ft., one target. Hit: 13 (2d8 + 4) radiant damage. If the thin man dies, its light plasma rifle harmlessly self-destructs.
Spit Poison. The thin man spits a cloud of poison at a point up to 30 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target takes 5 (2d4) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Plasma Pistol. Ranged Weapon Attack: +3 to hit, range 40/120 ft., one target. Hit: 8 (2d6 + 1) radiant damage. If the sectoid dies, its plasma pistol harmlessly self-destructs.
Mind Merge. The sectoid chooses one ally within 30 feet of it that it can see and psionically merges its consciousness with the target. The target gains 4 (1d8) temporary hit points for the duration. Whenever the target makes an attack roll or a saving throw before the merge ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. The merge lasts for as long as the sectoid maintains concentration, up to 1 minute (as if concentrating on a spell). The merge also ends if the target and the sectoid are more than 300 feet apart. If the sectoid dies, the merge ends and the target takes 9 (2d8) psychic damage.
Death Burst. The thin man explodes when it drops to 0 hit points. Each creature within 5 feet of it must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage and be poisoned for 1 minute. While poisoned in this way, the target takes 5 (2d4) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Eerie Resemblance. The thin man resembles a human. A creature that can see the thin man can discern its true nature with a successful DC 15 Intelligence (Investigation) check.
Standing Leap. The thin man’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Light Plasma Rifle. Ranged Weapon Attack: +6 to hit, range 40/120 ft., one target. Hit: 13 (2d8 + 4) radiant damage. If the thin man dies, its light plasma rifle harmlessly self-destructs.
Spit Poison. The thin man spits a cloud of poison at a point up to 30 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target takes 5 (2d4) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.