Cursed Claws. When Shurry hits an attack, the target creature must make a DC 19 Constitution saving throw. Target takes 4d6 necrotic damage on a failed save.
Slippery. Shurry can move past creatures without triggering opportunity attack.
Unstable Elixir. If Shurry's hp is below 50, he goes into elixir madness. his AC becomes 25 and his speed is halved. His attacks deal critical damage if they hit and gains +5 to all his ability scores. He takes 2d6 in necrotic damage each time he attacks.
Undying Loyalty. If Shurry's hp drops to 0 while he has a goal in mind (ie. protect an ally, save an ally, etc...), he can return to life and gain 10d10 hp unless killed with a 6th level or higher spell. Each time this trait is used, Shurry loses more and more of his sanity. If this trait is used more than twice, his alignment changes to chaotic neutral and he loses any humane traits, becoming an abberation.
Multiattack. Shurry can make four melee weapon attacks.
Claws of Hades. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 6) slashing damage.
Berserker Claw Cannon. Shurry can only use this attack when he is below 50 hp. Shurry sends out a blade of slicing wind in a 75 ft. line that is 5 ft. wide. Each creature in that line must make a DC 20 Constitution, Dexterity or Strength saving throw, taking 50 (8d8+10) slashing damage on a failed save, half as much on a successful one or none damage if the saving throw was dexterity.
Blood Vortex (3/ Long Rest). Shurry conjures a bloody portal that's 10 feet tall and 5 feet wide. Activating this ability deals 2d10 piercing damage to Shurry. The portal may transport Shurry and up to 2 other creatures of medium size or lower to a location 500 feet away or one that Shurry has been to before of any distance.
Poisoned blood. Shurry can take 1d10 piercing damage to cover his claws in poisoned blood. his next 2 hits will deal 2d8 poison damage.
Ichor Doping. Shurry can take 1d10 necrotic damage, his next attack roll deals critical damage if is a 25 or higher.
Blinding Speed. If Shurry is hit with a ranged attack by a creature he can see, he moves 5 feet next to the creature that attacked without triggering opportunity attack. Target creature must make a DC 17 Constitution saving throw. On a failed save, Shurry has advantage on his next attack against target creature.
Pursuit. If a creature engaged in combat with Shurry moves out of his range, Shurry may follow the creature instead of taking opportunity attack.
Previous Versions
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3/6/2022 12:24:10 AM
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Coming Soon
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