Small Fey, Typically Chaotic Evil
Armor Class 9 Natural armor
Hit Points 28 (8d6)
Speed 20 ft.
STR
11 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
14 (+2)
WIS
19 (+4)
CHA
10 (+0)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 40ft, Passive Perception 12
Languages Sylvan, Telepathy (in addition to any languages common to its area of corruption)
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Telepathy. Nidoa can communicate telepathically with any creature that can speak a language in it's preferred language.

Lot 'O' Puff. Corrupted Nidoa are resistant to all bludgeoning, piercing and slashing damage from nonmagical weapons

Spellcasting. The Corrupted Nidoa is a 6th-level spellcaster, with wisdom as its spellcasting modifier and the following spells prepared:
Cantrips (at will): Vicious Mockery
2nd level (2 slots): Suggestion
4th level (4 slots): Dominate Beast, Phantasmal Killer
5th level (1 slot): Dominate Person
6th level (2 slots): Eyebite

Actions

Horn rush. Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit: (3d4) necrotic damage. 

Vicious Mockery. Spell: If a creature fails a DC 14 Wisdom saving throw, deal 1d4 psychic damage and give the target disadvantage on it's next attack roll.

Suggestion. Spell: If a creature fails a DC 14 Wisdom saving throw, roll a d6 and make the creature perform the corresponding suggestion:

  1. I mean no harm, throw away your weapon
  2. Leave me in peace
  3. (Insert target here) desires to cause me pain, get them to leave me alone
  4. Put me on your shoulder so I can see the world from your point of view
  5. You've spent a long time wandering, you should get some sleep
  6. Your backpack looks very full, you surely don't need all of it.

Dominate Beast/Dominate Person. Spells: If a beast/person fails a DC 14 Wisdom saving throw, the target becomes charmed and is forced to obey the Nidoa's command until the spell ends or is broken

Phantasmal killer. Spell: If a creature fails a DC 14 Wisdom saving throw, the target becomes frightened. As long as the target is frightened, they must make a saving throw at the end of their turn. A successful save ends the spell. A failed save deals 4d10 psychic damage.

Eyebite. Spell: If a creature fails a DC 14 Wisdom saving throw, the Nidoa can choose to either render the target unconscious (ended when damaged or shaken awake by another creature), leave them frightened (ended when the target is 60 feet away and hidden), or give them disadvantage on all attack rolls and ability checks (ended when the target successfully rolls a DC 14 Wisdom save at the end of it's turn).

Description

Corrupted Nidoa can be created from many situations: A failed horn hunt attempt; a serious fall onto it's horns; even prolonged periods of time around creatures of darkness have been known to "corrupt" the magic of a Nidoa. This corruption occurs when the horns become cracked and the interior becomes tainted by the outside world. These Nidoa tend to create or serve evil, often for the person who "corrupted" them. If no sufficient master can be found, Corrupted Nidoa will terrorise other for it's own amusement, with Junior Nidoa their favourite target.

While the corruption strips the Nidoa of certain aspects of its power, it's tainting gives it the ability to verbally communicate, as well as learn spells outside of a normal Nidoa's comprehension. 

 

Previous Versions

Name Date Modified Views Adds Version Actions
9/12/2023 6:09:22 PM
4
1
1
Coming Soon

Monster Tags: Misc Creaturefey

Habitat: ForestHillMountainUnderdarkUrban

Nitroman955

Comments

Posts Quoted:
Reply
Clear All Quotes