Multi Attack This monster can make up to 3 attacks a turn
Element Absorption As a bonus action, this monster can absorb some air, water, lava, or earth in order to get to use a different set of traits and abilities.
Regeneration At the start of each of this monsters turns it regenerates (12)2d8+3 hp until it gets below 1/4 total hp
Water Shape As a bonus action while in water form, you can shift into the water around you, indistinguishable from it, the next turn you return to where you were, or at least the closest unoccupied space
Earth Shape As a bonus action while in earth form, you can shift into the earth around you, indistinguishable from it, the next turn you return to where you were, or at least the closest unoccupied space
Lava Shape As a bonus action while in lava form, you can shift into any fire or lava around you, indistinguishable from it, the next turn you return to where you were, or at least the closest unoccupied space
Air Shape As a bonus action while in air form, you can shift into the air around you, indistinguishable from it, the next turn you return to where you were, or at least the closest unoccupied space
Magical Origin All attacks by this creature act as magical weapons
Form Resistances and Immunities When in water form, it has no resistances other than fire, but a weakness to lightning. When in lava/fire form, it has resistance to all melee ranged attacks, but a weakness to ranged attacks. When in air form, it has resistance to ranged attacks, but a weakness to melee ranged attacks. When in earth form, it has resistances to all physical damage types, but a weakness to psychic.
Piercing Pincer Melee Attack 5ft +7 to hit (14)3d6+3 piercing damage
Water Constriction Ranged Attack 15ft +7 to hit (12)2d8+3 bludgeoning damage; Any creature hit with this must make a DC 15 Strength saving throw or be restrained. Any creature restrained in this way takes 1d8+3 force damage at the start of each of their turns. They may make another save at the end of each of their turns. Any creature constrained in this way can be moved up to 30 ft in any direction, as long as they stay in the water
Water Blast Ranged Attack 20ft +7 to hit (9)1d10+3 force damage
Whirlpool Ranged Attack 30ft away 15ft widex50ft tall 5-6 recharge; Any creature in the area must make a DC 16 DEX save or take (26)5d6+8 force damage and be trapped in the vortex until they can succeed the save. If they succeed they take half damage and aren't stuck.
Earth Constriction Ranged Attack 15ft +7 to hit (12)2d8+3 bludgeoning damage; Any creature hit with this must make a DC 15 Strength saving throw or be restrained. Any creature restrained in this way takes 1d8+3 force damage at the start of each of their turns. They may make another save at the end of each of their turns. Any creature constrained in this way can be moved up to 30 ft in any direction, as long as they stay touching the earth in any way.
Earth Blast Ranged Attack 20ft +7 to hit (9)1d10+3 force damage
Earthquake Ranged Attack 30ft away 50ft area 5-6 recharge; Any creature in the area must make a DC 16 DEX save or take (26)5d6+8 force damage and fall prone until they can succeed the save. If they succeed they take half damage and don't fall prone.
Lava Constriction Ranged Attack 15ft +7 to hit (12)2d8+3 fire damage; Any creature hit with this must make a DC 15 Strength saving throw or be restrained. Any creature restrained in this way takes 1d8+3 fire damage at the start of each of their turns. They may make another save at the end of each of their turns. Any creature constrained in this way can be moved up to 30 ft in any direction, as long as the flame/lava has enough power to keep it up.
Lava Blast Ranged Attack 20ft +7 to hit (9)1d10+3 fire damage
Eruption Ranged Attack 30ft away 50ft area 5-6 recharge; Any creature in the area must make a DC 16 DEX save or take (26)5d6+8 fire damage and take an additional 1d8+3 fire damage at the start of each of their turns until they spend an action to shake it off. If they succeed the save, they only take half damage and aren't affected by the DOT.
Air Constriction Ranged Attack 15ft +7 to hit (12)2d8+3 force damage; Any creature hit with this must make a DC 15 Strength saving throw or be restrained. Any creature restrained in this way takes 1d8+3 force damage at the start of each of their turns. They may make another save at the end of each of their turns. Any creature constrained in this way can be moved up to 30 ft in any direction, as long as they stay in the air.
Air Blast Ranged Attack 20ft +7 to hit (9)1d10+3 force damage
Tornado Ranged Attack 30ft away 15ft widex50ft tall 5-6 recharge; Any creature in the area must make a DC 16 DEX save or take (26)5d6+8 force damage and be sucked into the vortex until they can succeed the save. If they succeed they take half damage and aren't sucked in.
Description
This monster is a metal body, looking aquatic in nature. Each of its scaley arms is ended with crab-like pincers capable of unleashing devastating force. On top of this, its raptor-like legs are topped off with 3-clawed-feet where the back claw doesn't touch the ground. The torso is an amalgamation, it looks to combine aspects of fish, reptiles, dragons, and Dark Samus from the Metroid series with a red sphere seeable from the outside of the torso. This sphere is its power core, and as such, is the most protected part of the body. When it absorbs an element, the body is engulfed in a light similar to the color of the said element, such as brown for earth, blue for water and so on. All resistances and immunities come from how hard the living tissue of the creature is, so in earth form, it would have more because of its harder skin, and in water form, it would have less because of the softer skin.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/3/2019 2:33:03 AM
|
14
|
1
|
Alpha
|
Coming Soon
|
Comments