Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location. All melee and ranged attacks to hit the displacer beast are made at super-disadvantage. the effect ends when the displacer beast is hit by an attack, but it recharges as soon as the displacer beast moves 10ft on own turn.
This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0. Such as when grappling or pinning a victim.
Pounce. If the displacer beast moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone and is now pinned taking 2 points of bludgening damage. The displacer now gets the chance to make a claw attack on the victim as a bonus attack. On its next turn, if the target is grappled, reflecting that the prone target is held by a paw..
Keen Smell. The displacer beast has advantage on Wisdom (Perception) checks that rely on smell.
Mulitattack. The displacer beast can make three attacks. Two with its tentacles and if in close range attacks with claws and teeth. If the third attack is not used then it can use its nimble escape.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) piercing damage.
Nimble Escape. The displacer can take the Disengage or Dash action as a bonus action on each of its turns.
Appearing from Corners(6). The displacer beast can pass through the ethereal to another point. This is the same as the Misty Step but with a 60ft range.
The displacer beast can only vanish and appear through corners of 60 to 90 degrees. If there are no corners in range the beast can lurk in the ethereal or dash 120ft towards a corner on its next turn.
Ether-walk(6). Along with the appearing from corners, the Abernant Displacer can choose not to reappear. In this state they prowl through the etheric hunting their prey. They see into the prime material in vague shades of grey.
Description
Description
A disturbing and twisted shape which is as tall at the shoulder as a large lion, and suggestive of a feline creature. Behind it, a grey slimy smoke extends from the vertical edge between a corridor and the room. The creature seems to bubble out of the edge of the tunnel, sooner than the tunnel itself.
Origin
Taking displacer beasts as basic stock the Ithids have warped and twisted the original creatures until they are aberrations. More violent and predatory than their ancestors. The creatures are born of displacer beast cubs placed into the brain pools of an Elder Brain.
The result is a warped displacer beast, a scaled and twisted predatory feline monstrous magical creature. Aberrant Displacer beasts are large with cat-like features, sometimes suggestive of a panther or puma-like with six legs and a pair of 5 feet (1.5 meters) long tentacles sprouting from their shoulders. The tentacled ended in pads of sharp horny edges, brownish-yellow in colour. They are covered in blue-black bald skin with spiked green scales all along the prominent parts of their bodies. They were usually about 9 feet (2.7 meters) long and weighed as much as 500 pounds (230 kilograms), but the occasional mutant could be twice this size. Female displacer beasts were generally smaller in size, from 8 feet (2.4 meters) to 9 feet (2.7 meters) in length and weighing 450 pounds (200 kilograms).
The ability to displace could be nullified via the phase trap spell. Spells, like dispel magic, did nothing against their displacement. However, true seeing allowed the caster to see the displacer beast's true position. Among other defences, displacer beasts were resistant to many magical effects and poisons.
Tactics
The aberrant Displacer is more cautious than its ancestors. They rely on their ability to Ether-walk and Appear from Corners to appear and disappear into the darkness.
They will approach by stealth and then seek to intimidate their prey into fleeing when they will Pounce and attempt to pin their victim. This uses stealth, intimidation(str based) and athletics. If they sucessfully pounce then all attacks (at advantage) will be made against the prove target.
At any time if they are attacked they will use their Nimble Escape to change their possition so that they reestablish their Displacement.
If they feel threatened then they will withdraw either into the Etheric or into shadows and hide.
Previous Versions
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