Regeneration. The beastmaster regains 20 hit points at the start of its turn if it has at least 1 hit point and is in dim light or darkness. If the beastmaster takes radiant damage or damage from holy water, this trait doesn't function at the start of the beastmaster's next turn.
Shadow Teleport. When the beastmaster is in dim light or darkness it can take a bonus action to disseminate into a cloud of shadow and teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness, reforming there.
Snuff. The beastmaster can choose to extinguish any fire it can see within 60 feet of it, instantaneously snuffing it out. Magical light created by a spell of 4th level or lower can also be targeted, and the spellcaster must make a DC 18 spell save or the light is extinguished. Any other effects the spell may have remain.
Spider Climb. The beastmaster can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Hypersensitivity. The beastmaster takes 20 radiant damage when it starts its turn in bright light. While in bright light, it has disadvantage on attack rolls and ability checks.
Multiattack. The beastmaster makes two necrotic touch attacks, each of which it can replace with immobilize.
Necrotic Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) necrotic damage.
Absorb Life (Recharge 4-6). The beastmaster targets one creature it can see within 60 feet of it. The creature must succeed on a DC 18 Constitution saving throw or take 14 (4d6) necrotic damage. The target's hit point maximum is reduced by an this amount, and the beastmaster regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. If this effect reduces the target to 0 hit points, the target dies and the beastmaster gains temporary hit points equal to their level plus twice their constitution modifier.
Immobilize. The beastmaster targets one creature it can see within 60 feet of it. The target must succeed on a DC 18 Strength or Dexterity saving throw or become paralyzed until the end of the beastmaster's next turn. As a bonus action on each of its turns, the beastmaster can choose to extend this effect until the end of its next turn. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The beastmaster can maintain this effect on up to two creatures, but loses its necrotic touch attack for the second creature held in this way.
Master of Beasts (3/day). The beastmaster possesses any amount of beasts that have a collective CR of no more than 3. The beasts roll their own initiative, and the beastmaster commands all of them separately or together with its bonus action. The creatures act as allies of the beastmaster, and will fight the creatures hostile to the beastmaster if they are not given a command. The beasts stay under the beastmasters command until they or the beastmaster is killed.
The beastmaster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The beastmaster regains spent legendary actions at the start of its turn.
Move or Teleport. The beastmaster moves up to its speed without provoking opportunity attacks or uses its shadow teleport.
Necrotic touch. The beastmaster makes one necrotic touch attack.
Immobilize.(Costs 2 Actions). The beastmaster uses immobilize.
Description
The powerful and beautiful elf druid Isaarílda was born into an elf settlement deep in the Grey Wood. The Grey Wood, full of strong, tall trees, was being cut down to make space for farms and towns, and the elves inside were retreating farther and farther, deeper and deeper into the ancient woods. Isaarílda, gaining courage and power, fought these encrochments, singing the trees to life with ancient magic and cursing those who came close, but to no avail. Striving to keep her family alive, she turned towards the old, forgotten gods of beautiful, powerful nature. These gods gave her the power she wanted, but it was too much for her mortal body; she was struck with ill, dying after 3 days. Through the night, her antlers twisted and blackened, forming a crown, and her body flared and shuddered. That morning she rose as the first beastmaster, and with great, beautiful, evil power filling her body, she smote all in the forest, stirring the beasts into a bloody frenzy that left the woods abandoned all except for Isaarílda. Her mind, forced swim in the awesome, horrible potential of her blessing and curse, wept night and day for 3 years at the loss of her life and all others she had ended.
Lair and Lair Actions
A Beastmaster's Lair
A beastmaster chooses a dense, deep forest to lair in, far away from civilization. Its evil magic twists the animals around its lair, turning them into horrible, fearless monsters. Favoring the dark, the shadows seem deep and the trees thick in their lairs.
Regional Effects
The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:
- There’s a noticeable increase in the populations of all native beasts.
- Beasts within 500 feet of the lair kill and eat each other markedly more, even if they are herbivorous.
- Beasts seen from afar within 500 feet of the lair seem large and sinister; their eyes glow red and they sprout horns and spikes, but up close, they look normal
- Beasts within 500 feet of the lair have no regard for their safety; they will continue on with bleeding wounds and missing limbs, and some simply rise from death.
- Trees within 500 feet of the lair overgrow, spreading their branches to produce a thick canopy that blocks most light from reaching the ground.
If the beastmaster is killed, these effects end after 2d6 days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/10/2020 2:25:13 AM
|
10
|
0
|
--
|
Coming Soon
|
|
|
11/28/2020 7:28:11 PM
|
32
|
0
|
--
|
Coming Soon
|
|
|
11/28/2020 7:30:20 PM
|
33
|
0
|
--
|
Coming Soon
|
Comments