Medium Humanoid, Any Alignment
Armor Class 17 (Barrier Tattoo)
Hit Points 110 (13d8 + 52)
Speed 30 ft.
STR
12 (+1)
DEX
17 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws STR +4, CON +7, WIS +6, CHA +5
Skills Deception +5, Insight +5, Perception +8
Senses Passive Perception 18
Languages Common The Washm also knows one additional language.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Eldritch Maul. As a bonus action, The Washm can empower the tattoo for 1 minute. For the duration, each of the Washm melee weapon attacks can reach a target up to 30 feet away from it, as tendrils of ink launch from your weapon or unarmed strike toward the target. In addition, The Washm melee weapon attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn.

Actions

Multiattack. The Washm makes three melee attacks Alternatively, it can use Iina' toss twice.

Eldrich Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Coiling Grasp.The tattoo to extrude into inky tendrils, which reach for a creature the Washm can see within 15 feet of it. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by the Washm. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if the Washm halt it (no action required), if the creature is ever more than 15 feet away from the Washm, or if it uses this tattoo on a different creature.

Iina' Toss Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (4d4) force damage. On a hit roll to see what curse the target gains. All of the curses take up an attunement slot and if all of the target's slots are full the curse will instead take the place of one of those filled slots. These tattoos can be removed with the spell Remove Curse or by properly using the iina' to put the ink back in with a successful DC15 arcana check. Alternatively, the creature affected may make a DC 15 Con Save once every hour to remove it on a success.

1. Necrotic Tattoo. Once every day the tattoo deals 3d10 necrotic damage to the person that is attuned to this tattoo.

2. Mark of Larthergy. The person attuned to this tattoo can only use an action or a bonus action on their turn and can't use reactions.

3. Confusing Inks. The person attuned to this tattoo must roll a d20 when every they make an attack against an enemy if a 10 or lower is rolled the attuned person must attack a different random target within range.

4. Weighted Ink. The person attuned to this tattoo can only move up to half of their full speed and suffers a -3 penalty to initiative rolls

5. Weakening Patterns. The person attuned to this tattoo can't use heavy or two-handed weapons and has disadvantage on Strength saving throws and athletics checks

6. Clumsiness. The person attuned to this tattoo has a -3 to weapon attacks and has disadvantage on Dexterity saving throws and acrobatics checks.

Description

The Gnoll Packs that live to the south of The Kingdom of Kamet, have learned how to create magical tattoos. The ones that are trained in the art of making such tattoos are called Washm, while most are gnolls, it isn't uncommon for nongnolls to become a Washm. People who truly master the craft can not only create beneficial tattoos, but can even create tattoos that can curse those that get them, buy learning to attack with the iina' that stores the tattoos. Master Washm usually are covered in tattoos most they put on themselves

Now removing a cursed tattoo requires great skill and care, as improperly using the iina' to remove the cursed ink can worsen the curse, but success means that they can unleash the curse onto someone else.

Previous Versions

Name Date Modified Views Adds Version Actions
11/4/2020 2:23:08 AM
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1
Coming Soon
10/28/2021 9:44:40 PM
96
1
1
Coming Soon

Monster Tags: humanoid

Tyto_Gamer

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