Medium Humanoid (Dragonborn, Gem), Chaotic Neutral
Armor Class 18 (15 natural)(+3 Protection Ring)
Hit Points 96 (9d8 + 30)
Speed 30 ft., Fly 30 ft.
STR
11 (+0)
DEX
10 (+0)
CON
14 (+2)
INT
18 (+4)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws INT +8, WIS +6, CHA +9
Skills Arcana +15, Deception +15, History +13, Perception +11, Religion +9
Condition Immunities Blinded, Charmed, Frightened
Senses Blindsight 120 ft., Darkvision 300 ft., Passive Perception 10
Languages Common, Draconic, Telepathy 30 ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Mental Defense. The gem dragonborn is immune to the charm or frightened condition.

Gem Flight. The gem dragonborn can manifest spectral wings that provide a 30 ft. fly speed for 1 minute.

Shift Perception (At will). The Oracle can cast detect thoughts, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18).

Death Throes. When the Witch is reduced to 0 hit points, its scales and flesh immediately shrivel away and its bones explode. Each creature within 10 feet of it must succeed on a DC 18 Intelligence saving throw or take 9 (14d6) psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one.

Resistances and Breath Weapons are determined by color:

  • Amethyst - Force
  • Crystal - Radiant
  • Emerald - Psychic
  • Sapphire - Thunder
  • Topaz - Necrotic
Actions

Gem Staff. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) psychic damage if used with two hands to make a melee attack.

Mind Ray. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 10 (3d6) psychic damage.

Spellcasting. The Witch casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):

Spellcasting (Psionics). The Witch is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +4 to hit with spell attacks). The Witch has the following spells prepared:

Cantrips (at will): produce flame, minor illusion, mind sliver

1st Level (4 slots): disguise self, fog cloud, dissonant whispers

2nd Level (3 slots): invisibility, crown of madness

3rd Level (3 slots): enemies abound, incite greed

4th Level (3 slots): hallucinatory terrain, phantasmal killer

5th Level (2 slots): mislead, synaptic static

6th Level (1 slot): mental prison

Description


Dragonborn of The Crystal Collective

Dragonborn within The Crystal Collective fulfill a variety of roles within their community.  Those proficient in physical labor will often supplement their strengths with martial training to become a member of the illustrious Vanguard, trained to protect hearth and home with a shield in one hand, and pride in the other.  Those proficient in hunting, tracking, and navigating the world beyond the caverns may become Skirmishers, gifted hunters with sharp instincts, adept at flanking and exploiting weaknesses of their prey. 

Dragonborn of The Crystal Collective that are more in tune with their natural psychic abilities find their powers grow with continued exposure to the crystals formations around them.  This can lead to visions or divinations to guide the Collective towards favor and fortune, eventually becoming an Oracle, a shamanistic priest commonly believed to read if not weave the golden threads of fate itself, for better or for worse.  Those that covet or exploit these secrets risk becoming known as a Witch instead.  While mysterious and reclusive, they are not seen as a threat to members of The Crystal Collective itself, however, all should be wary of catching the attention of one, whether by ire or interest.

When the witch dies, their flesh shrivels away before their bones explode, sending a shower of magical splinters in all directions.

 

Monster Tags: Psionic

PopRocks82

Comments

Posts Quoted:
Reply
Clear All Quotes