This is a race of monsters loosely inspired by the Dredge from Titan A.E. and intended for a Spelljammer campaign setting. This is the first monster I've put together since my 3.5 Days and could use some feedback, specifically on balance and CR. They are intended not to be just wild roaming monsters, but actual intelligent NPCs that the players will need to interact with. I figure I'd aim for a CR of ~3, and add class levels for NPCs as necessary. For a starting point, I used the Living Lightning creature and adjusted from there.
Ni'kola
Medium Elemental, Unaligned
A race of living electricity, their ways of thinking are entirely alien to other races. Very fast, and very smart. They seem to originate from a part of Wildspace known for its large astral storms. They speak by causing their entire body to reverberate in varying frequencies, causing the voice to come from no specific location, and giving their voice a very "electric" sound.
Amorphous: A Ni'kola can move through a space as narrow as 1 inch wide without squeezing.
Circuit Travel: As a bonus action, a Ni'kola can enter a metallic object and travel along touching metal objects at a speed of 120 feet ignoring space restrictions. As an action, the Ni'kola can exit the metallic object and reform in an adjacent space. While inside the metallic item, it cannot be seen and has full cover.
Recharge: Lightning damage dealt to a Ni'kola instead heals it an equal amount
Magic Resistance: The Ni'kola has advantage on saving throws against spells and other magical effects.
Actions
Magical Strike: Melee Spell Attack (finesse): +4 to hit, reach 10 ft. one target. Hit 16 (3d6+4) lightning damage
Lightning Line (Recharge 5-6): The Ni'kola moves in a line 5 feet wide and up to its movement in length, reforming on the opposite end of the line. This movement does not provoke attacks of opportunity. Each creature in the line must make a DC 14 Dexterity saving throw, taking 5d6 lightning damage on a failed save or half as much on a successful one. For each creature the Ni'kola passes through, it loses 1d4 HP as it some of its electricity is discharged into the targets.
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This is a race of monsters loosely inspired by the Dredge from Titan A.E. and intended for a Spelljammer campaign setting. This is the first monster I've put together since my 3.5 Days and could use some feedback, specifically on balance and CR. They are intended not to be just wild roaming monsters, but actual intelligent NPCs that the players will need to interact with. I figure I'd aim for a CR of ~3, and add class levels for NPCs as necessary. For a starting point, I used the Living Lightning creature and adjusted from there.
Ni'kola
Medium Elemental, Unaligned
A race of living electricity, their ways of thinking are entirely alien to other races. Very fast, and very smart. They seem to originate from a part of Wildspace known for its large astral storms. They speak by causing their entire body to reverberate in varying frequencies, causing the voice to come from no specific location, and giving their voice a very "electric" sound.
Armor Class: 15
Hit Points: 85
Speed: (60 Fly)
Initiative: +4
Str: 9 (-1)
Dex: 18 (+4)
Con: 8 (-1)
Int: 18 (+4)
Wis: 12 (+1)
Cha: 8 (-1)
Damage Resistances: Bludgeoning, Piercing, Slashing, Non-Magical
Damage Immunities: Lighting
Condition Immunities: Blinded, Deafened, Grappled, Poisoned, Prone
Vulnerability: Water
Senses: Passive Perception 10
Languages: Common, Ni'kola
Challenge Rating: 3 (800 xp)
Proficiency Bonus: +3
Amorphous: A Ni'kola can move through a space as narrow as 1 inch wide without squeezing.
Circuit Travel: As a bonus action, a Ni'kola can enter a metallic object and travel along touching metal objects at a speed of 120 feet ignoring space restrictions. As an action, the Ni'kola can exit the metallic object and reform in an adjacent space. While inside the metallic item, it cannot be seen and has full cover.
Recharge: Lightning damage dealt to a Ni'kola instead heals it an equal amount
Magic Resistance: The Ni'kola has advantage on saving throws against spells and other magical effects.
Actions
Magical Strike: Melee Spell Attack (finesse): +4 to hit, reach 10 ft. one target. Hit 16 (3d6+4) lightning damage
Lightning Line (Recharge 5-6): The Ni'kola moves in a line 5 feet wide and up to its movement in length, reforming on the opposite end of the line. This movement does not provoke attacks of opportunity. Each creature in the line must make a DC 14 Dexterity saving throw, taking 5d6 lightning damage on a failed save or half as much on a successful one. For each creature the Ni'kola passes through, it loses 1d4 HP as it some of its electricity is discharged into the targets.