Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.
Pounce. If the displacer beast moves at least 20 ft. straight toward a creature and then hits it with a claw Attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the displacer beast can make one bite attack against it as a bonus action.
Multiattack. The displacer beast makes two attacks with its claws.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Attack made with advantage if target is grappled.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target is grappled (escape DC 13).
Description
Through forbidden necromancy rites, some wizards are able to raise fey creatures. Undead displacer beasts move in a more clumsy way, but still with the predatory bearing they had in life. While they've lost much of their mobility, they still have the ability to displace their current location.







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