Chaotic Resurrection: When a Surazal is reduced to 0 hp or lower, roll 1d6. On a result of 7 or lower, the Surazal comes back to life in 1d4 rounds with full hp. Reroll on the Chaotic Defense, Chaotic Weakness, and Chaotic Offense tables each time it comes back to life. Every time a Surazal dies (including the first time) add a cumulative+1 to the d6 roll. The cumulative bonus resets to 0 after the Surazal takes a long rest. On a result of 8 or higher, returns to life the next round with every one of the Chaotic Defense and Chaotic Offense abilities and none of the Chaotic Weaknesses. However, at the beginning of the 1d4+1 round after coming back to life from a result of 8 or higher or when it is reduced to 0 hp (whichever happened first) the Surazal dies in a burst of energy that deals 6d6 necrotic damage to all creatures within 30 feet (Dexterity save DC 14 for half).
Chaotic Offense: The Surazal chooses one of the following traits on a short rest. Each time the Surazal comes back to life, it loses that trait and rolls 1d6 to determine its new one:
1 |
Venom: A creature struck by the Surazal’s bite attack takes 10 (3d6) poison damage and is poisoned for 1 minute. A DC 14 Constitution save halves the damage and negate the poison. |
2 |
Reactive Strike: Whenever a creature within the Surazal’s reach attacks it, it may make a single bite or claw attack as a reaction. |
3 |
Entropic Breath (Recharge 5-6): The Surazal exhales pure entropy in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 12 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. |
4 |
Mighty Stature: The Surazal’s Strength, Dexterity, and Constitution scores are increased by 4 each, increasing its attack, damage, AC, respective saves, and initiative by 2 and its health by 20 |
5 |
Frightful Presence: Each creature of the Surazal’s choice that is within 120 ft. of the Surazal and aware of it must succeed on a DC 14 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Surazal’s Frightful Presence for the next 24 hours. |
6 |
Full Defense: Choose one of the traits from the Chaotic Defense Table |
Chaotic Defense: The Surazal chooses one of the following traits on a short rest. Each time the Surazal comes back to life, it loses that trait and rolls 1d6 to determine its new one:
1 |
Corrosive Blood: Whenever the Surazal takes damage, all creatures within 10 ft. take 3d4 damage (Dexterity save DC 12 for half) |
2 |
Teleport (Recharge 5-6): As a bonus action or a reaction to an attack it knows about, the Surazal can magically teleport, along with any Equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. It can make a single claw attack right before or right after it teleports. |
3 |
Regenerate: The Surazal regains 8 hp at the start of its turn. When it it reduced to 0 hp, it no longer regains hitpoints |
4 |
Invisibility: As an action the Surazal can turn invisible until thr end of its next turn. The invisibility is broken when it attacks |
5 |
Displacement: All attacks against the Surazal have disadvantage |
6 |
Full Offense: Choose one of the traits from the Chaotic Offense Table |
Chaotic Weakness: The Surazal chooses one of the following traits on a short rest. Each time the Surazal comes back to life, it loses that trait and rolls 1d6 to determine its new one:
1 |
Sluggish: The Surazal’s speed is halved and it has disadvantage on Dexterity saves |
2 |
Weak Hide: The Surazal’s is vulnerable to bludgeoning, piercing, and slashing |
3 |
Melee Combatant: The Surazal loses its ranged spine attack |
4 |
Damage Vulnerability: The Surazal has vulnerability to acid, cold, fire, lightning, and thunder damage. |
5 |
Magic Vulnerability: The Surazal has disadvantage on saving throws against Spells and other magical effects. |
6 |
Ranged Combatant: The Surazal cannot make multi-attacks with its melee attacks |
Multiattack: The Surazal makes three attacks: one with its bite and two with its claws or three attacks with its back spines.
Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Claw: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Back Spines: Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 7 (1d6 + 4) piercing damage
Description
The Surazal is a creature of chaos made manifest. No two are exactly the same, and even the same one can change radically from day to day. They have a wide variety of strange and bizarre appearances that change as they do. Even their outlook and personality are in constant flux, going from playful tricksters to contemplative philosophers to rampaging beasts without missing a beat. Two traits are commonly shared though. First is a hatred for stagnation and routine. Surazal love to see the world and others change even a fraction as much as they do. The other is a general lack of fear for death. Surazal view each of their many changes as a "death" and "rebirth", and view them anticipation rather than dread. They know even true death is usually temporary, as the chaotic energy within them is not so easily stopped. This results in reckless bravery that other creatures find utterly baffling
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