Medium swarm of Tiny beasts, Neutral Good
Armor Class 26 Natural Magic
Hit Points 385 (25d8 + 155)
Speed 60 ft.
STR
12 (+1)
DEX
16 (+3)
CON
10 (+0)
INT
30 (+10)
WIS
26 (+8)
CHA
20 (+5)
Saving Throws INT +19, WIS +17, CHA +14
Skills Arcana +20, History +20, Insight +20, Intimidation +20, Perception +20
Damage Vulnerabilities Bludgeoning, Poison, Slashing
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Condition Immunities Charmed, Frightened, Prone, Stunned
Senses Truesight, Passive Perception 30
Languages All . The Slann automatically understands all written languages and speaks all of them. Any new language that appears is understand, spoken and written by him in 10 seconds.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

The Old Ones - First creatures in the planet by intervention of the Celestial gods. They are considered to be Gods, therefore immune to all spells and effect from spells lower than 8th Level. Even if casted like 8th or more levels.

Master Caster - The Slann can cast 1 spell and a cantrip as a action.

Extreme Caster - All spells are cast with 20 ft extra range.

Powerful Caster - All damage spells deal additional 10 Light dmg.

Mastermind Caster - Immune to control mind. All control spells made by the Slann has extra 5 dc

Mediocre Physical body - The Slann Mage has a fat and mediocre body that never moves from his floating palanquin. any constitution check has disadvantage and whenever he gets poison or disease, his caster abilities decrease his DC by 10.

Vulnerability to normal physical damage - All attacks made by non-magical weapons doubles the damage to his crippled body.

Invulnerability to magical damage - All magical damage above 20 is reduced to 20 per attack.

Spellcasting. The Slann is a 25-level spellcaster. Its spellcasting ability is 30 (spell save 30, +25 to hit with spell attacks). The Slann has following Wizard spells prepared:

Cantrips (at will): Fire Bolt


9th level: Time stop, Meteor swarm, Power word kill, Prismatic Wall, Invulnerability, Gate.

8th level : Power word stun, Antimagic field, Dominate Monster.

7th level: Teleport, Delayed Blast Fireball, Forcecage.

6th Level: , Disintegrate, Chain Lightning, Globe of invulnerability.

5th Level: Hold Monster.

3rd Level: Dispel Magic.

Actions

Legendary Godness Resistance (5/Day). The Slann can choose
to succeed any check/attack/Save roll he wishes.

Telepathic Ranged Attack. Ranged Attack: +25 to hit, range 60/120 ft., 1 target. Hit: 28 (3d10+ 10) Psychic damage.

Reactions

Shake it Off - Anytime he´s hit my a magical effect its automatically dispelled at the end of the turn.

Legendary Actions

The Slann Mage has 4 legendary actions that can be used anytime in his turn or at the end of anyone´s turn. He regains the points at the beginning of his turn.


Attack (1 action): The Slann makes a Telepathic attack.


Cast (1 action): The Slann uses one of its spells.


Move (1 action): The Slann makes a Fly move.

Description

The Slann form one of the core species of the Lizarmen race, created by the Old Ones to be the leaders, organizers, architects, and techno-mages of their society and the backbone of their culture. Being one of the most magically powerful races on the face of the World, these favored servants of the Old Oneshave considerable intellect and magical abilities beyond the minds of most mortal races, and rule the Lizardmen as a venerated caste of semi-religious magic-users. Not physically menacing - their bodies are toad-like with large heads and bulbous eyes - with a flick of their fingers, Slann can topple cities, engulf foes in flames or open vast vents in the ground below. Enemy wizards find the mightiest incantation they try to employ unraveling before them as a Slann contemptuously waves it's hand.

The Slann see the world differently from other beings. Their orderly minds are constantly at work deciphering complex problems and wandering the cosmos. To the Slann, time passes more quickly than it does for short-lived creatures, and a Slann will regularly slip into extended periods of restful contemplation that lasts decades, or even centuries. They sit unmoving on their stone palanquins or in their Star Chambers, and to an outsider a Slann might appear asleep, or even dead. So deeply do they meditate that signs of life are hard to detect. Their breaths are shallow and far apart, their eyes unblinking and vacant, yet the Slann are attuned to more than mortals realize. They can perceive the magicand raw disorder that hangs in the air since the great influx of Chaos

Previous Versions

Name Date Modified Views Adds Version Actions
10/4/2018 11:39:32 AM
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10/4/2018 3:18:42 PM
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Monster Tags: abberation

Habitat: ForestHill

farsight24

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