Immunities: Immune to Poison Damage and being poisoned
Resistances: Resistant to being Charmed and Frightened.
Ground Fighter. Suffers no disadvantage when in the Prone position and attackers get no advantage attacking. Uses only 5 feet of movement to return to standing position.
Yuan Ti Champion: Score a critical hit on a roll of 19 or 20.
Action Surge: May take an extra attack action once per long rest.
Second Wind: On it's turn, it can use a bonus action to regain hit points equal to 1d10 +12. Once you use this feature, you must finish a short or long rest before you can use it again.
Indomitable: Can choose to re-roll up to two failed saving throws. Resets after a long rest.
Multi-Limbed: The Malison Champion has advantage on strength based saving throws and ability checks.
Ensnaring Gaze: As an action the Yuan Ti Champion locks gaze with one creature it can see, if the creature see's the Yuan Ti it must make a DC 18 Charisma saving throw or be Charmed. If the creature averts it's eyes it is not Charmed but has disadvantage on attacks and ability checks until the end of it's next turn. The Charmed creature may attempt to break the Charm at the end of each of it's turns. The DC drops one point for each turn after the first.
Melee Attack. The Malison Champion makes 3 Melee Weapon Attacks: 3 Scimitar attacks or 2 Scimitar attacks and one Yari Bishamon attack. If the target is 10ft away the Malison Champion makes two Yari Bishamon attacks.
Scimitar: +9 to hit, reach 5 ft., 1 target. Damage: (1d6 +5) [slashing]
Yari Bishamon: +9 to hit, reach 10ft., 1 target. Damage: 1d10+5 [piercing]
As a Bonus Action the Yuan Ti Champion may make a Scimitar Attack or attempt to Hook Grapple and Bite.
Hook, Grapple and Bite: The Malison Champion has Reach (10ft) with it's Yari Bishamon and may attempt to hook a medium or smaller creature and pull it into range. On a successful contested check (strength vs strength or dexterity) roll the creature is pulled into contact with the Malison and is Bitten. The bite does 1d4 Piercing damage and 1d12 poison damage. The target must pass a DC17 Constitution check or be Poisoned for 1d4+1 turns. The Grapple ends at the end of the Malison Champions turn, at witch point the grappled creature is released.
Venom Spray. Range 10 feet. On the start of another creatures turn (within range) the Malison can use it's Venom Spray to attempt to blind one creature. On a successful hit roll the creature has disadvantage on all attack rolls, saving throws and ability checks. The creature is blinded till the start of it's next turn. This ability has no effect on creatures that are immune to poison.
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Description
Bred for their large size and strength The four limbed Malison Champions make excellent fighters and grapplers. Their ability to use poison in combat make them extremely dangerous adversaries.
Lair and Lair Actions
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Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
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Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
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If the [monster name] dies, these effects fade over the course of #d# days.
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