Elemental Affinity: The Yule Lad has an affinity towards psychic. It gains immunity to this damage type.
Elemental Aversion: The Yule Lad has an aversion towards force and fire. The Yule Lad preferentially avoids sources of these damage types.
Bitter Aura. While it's alive, the Yule Lad generates a bitter aura that fills the area within 10 feet of it. At the start of the Yule Lad's turn, all nonmagical flames in the aura are extinguished. Any creature that starts its turn within 10 feet of the troll takes 10 (3d6) damage of the Yule Lad's elemental affinity.
Regeneration. The Yule Lad regains 10 (3d6) hit points at the start of its turn. If the troll takes damage of a type listed in its Elemental Aversion, this trait doesn't function at the start of the troll's next turn. The Yule Lad dies only if it starts its turn with 0 hit points and doesn't regenerate.
Leppaludi's Upbringing: Leppaludi isn't a model father. Due to childhood exposure, Yule Lads have resistance to fire damage.
Bahumbug: Their joy is your lack of such. Yule Lads can cast Dispel Magic at will at 3rd level.
Legendary Resistance (1/Day): Whenever the Yule Lad fails an ability check, it can choose to succeed instead.
Thief's Intuition: After coming into possession of a magical item, the Bowl Licker becomes attuned at the beginning of his next turn.
That Which Goes Bump in the Night: The Bowl Licker has advantage on Stealth checks and can pass through magical barriers.
Under the Bed (recharge 6): The Bowl Licker can use an action to become invisible for 10 minutes. Dealing damage to another creature ends this effect.
Multiattack. The Yule Lad makes three attacks: one with its bite and two with its bowl.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 5) piercing damage plus 12 (3d8) damage of its Elemental Affinity.
Bowl. Ranged Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5) slashing damage plus 9 (2d8) damage of its Elemental Affinity. If the target takes any of the elemental damage, the target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn.
Theft (recharge 5/6): When a creature misses with an attack, the Bowl Licker can spend a reaction to force the creature to make a DC 15 wisdom (perception) saving throw. On failure, the weapon is magically transported into the possession of the Bowl Licker. Instead of using its bowl attack, the Bowl Licker can use the weapon instead, providing it is attuned.
Legendary Actions (3/Round):
The Yule Lad 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 Yule Lad regains spent legendary actions at the start of its turn.
The Trickster's Due (1 action): The Yule Lad can take an additional reaction this round.
Stop Hitting Yourself (1 action): The Bowl Licker makes a ranged attack against a creature using a weapon stolen from the creature. For the purposes of this attack, the weapon has the thrown property. On a miss, the affected creature can make a DC 15 Dexterity check to regain control of their weapon.
Winter's Grasp (3 actions): Wintery tendrils grasp at a creature within 120 ft. The creature must make a DC 15 Strength saving throw or be subject to the effects of the Earthbind spell. An area of 30 ft centered around the target becomes difficult terrain for the extent of the effect, which the Yule Lad ignores.
End of Merriment (3 actions): The Yule Lad casts Dispel Magic as a 3rd level spell.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
12/26/2020 1:12:55 PM
|
4
|
1
|
--
|
Coming Soon
|
Comments