Innate Blur. When Absconder is exposed to light from stars and moons, his color scheme and texture innately activates Blur effect causing disadvantage on attack rolls against him. In addition, Absconder has advantage on stealth rolls to hide. Those with blindsight or tremorsense are immune to this effect.
Mimicry. Absconder Communicates through mimicking sounds and voices he has heard through his memory in magic absorption. A creature that hears his mimicry can tell they are imitations with a successful DC 13 Wisdom (Insight) Check.
Multi-Attack. Absconder does 1 Bite attack and 1 Tail attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft., 1 target. Hit: 11 (3d6 + 2) piercing damage. Absconder has the option to swallow Medium and Small creatures or grapple.
Bite: Swallow. Following the Bite, creatures must succeed a DC 15 Dexerity Saving Throw or be swallowed by him. A swallowed creature is blinded, restrained and takes 9(3d6) acid damage at the start of Absconder’s turn. Swallowed creature has total cover against attacks and effects outside him. If Absconder takes 10 Damage or more in a single turn from the creature inside him, he must succeed a DC 13 Constitution Saving Throw at the end of that turn or regurgitate all swallowed creatures which fall prone within 5ft of him.
Bite: Grapple. Following the Bite, Absconder can grapple the creature to obtain its magical items. Creatures can either let go of its item/weapon or contest its grapple (Escape DC 12). If the creature fails the item is taken out of their grip and Absconder swallows it. Once swallowed the items can only be recovered after he dies through harvesting rules. If they fail the first attempt, anymore attempts with success will deem the item no longer magical as its properties have been absorbed unless it’s an artifact or legendary.
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 11 (3d6 + 2) bludgeoning damage. Absconder can use its tail in attempt to grab magic items out of creatures grip instead of attacking. Attempt is contested by either Strength Check or Dexterity Check. If he succeeds in grabbing the item he may swallow it on the start of his next turn and cannot use his tail until after.
Tail Whip. All creatures within 10ft range around him must make a DC 12 Strength Saving Throw. On a fail, creature takes 14 (3d8 + 2) bludgeoning damage and be knocked back 10ft falling prone. On a success, creature takes half damage and stays in place.
Scale Illusion. Absconder sheds a scale that activates upon vibrations. Once activated, an illusion appears no larger than 10ft space within 40ft range from a memory that he sheds to reiterate. The scale projects the exact image and sound from memory. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (investigation) check against DC 15. Each time a scale is activated a new check will have to be made due to its realism.
Reaction Name. Enter the description for your action.
Description
Absconder is a colorless draconic reptile having a set of eyes above and below his jaws. He can only see through magic but is able to differentiate each type as well as power level. With his environment being all magic, anything that enters with no magic appears white in his sight. His muscular multiple limbs allows him to dig and climb in high speed. His last set being backwards and flat. Absconder's body is 30 feet long with more width than girth. His slender body slides around and through obstacles with the smooth pattern of his under carriage and back throughout. The transparent spikes and horns on his head, shoulders and hips works in partnership with his gradient positioned scales to create a disappearing effect in his environment being in the light of the moons and stars or mixing in the darkness. his claws and appendages appear soiled from constant use yet dexterous when it comes to manhandling magic items and figures.
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