Medium Elemental, Any Alignment
Armor Class 32 Natural Armour
Hit Points 36 (3d20 + 15)
Speed 30 ft., Hover
STR
14 (+2)
DEX
9 (-1)
CON
14 (+2)
INT
21 (+5)
WIS
24 (+7)
CHA
16 (+3)
Saving Throws INT +7, WIS +9
Skills Arcana +25, Nature +20, Performance +10, Persuasion +18, Stealth +20
Damage Vulnerabilities Force
Damage Resistances Slashing and Piercing from Nonmagical Attacks
Damage Immunities Bludgeoning, Petrified (Aberrant Armor Only)
Condition Immunities Paralyzed, Petrified, Poisoned
Senses Tremorsense, Passive Perception 14
Languages Common, Deep Speech
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Let's Roll. The Wasis can move through the environment by utilising [Telekinesis]. (only applicable to move) 

Let's Talk. The Wasis can communicate to other creature by utilising [Telekinesis]. (only applicable to communicate) 

Nowhere To Hide. The Wasis can detect vibrations caused by any creature within a 40ft. radius. (only applicable if the Wasis is connected to a surface such as the floor). However they are unable to accurately decipher the creature itself. 

Actions

Nudge. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 9 (1d4 + 5) [Bludgeoning] damage. The target will roll a Constitution Saving Throw (DC 17) and will hold in their wails upon succeeding. 

Ancestry Bullet. RangedWeapon Attack: +4 to hit, range 20/40 ft., 1/3 target(s). Hit: 11 (2d8 + creature's [Unarmed Strike]) [damage type] damage. Wasis will roll 3 Dexterity Checks (DC 15). On every success, it will travel and ricochet from target-to-target within range bases on the number of success. Target creature will roll a Dexterity Saving Throw (DC 17) and will take half of the damage once succeeding. It can only be used once every [Short Rest] 

Bonus Actions

Play Dead. The creature targeting them would roll Intelligent Saving Throw (DC 17). They would be convinced the rock is deceased if they fail the Save.

One With My People. The Wasis will [Disengage Combat] and hide amongst its surrounding. The Wasis will need to roll a Wisdom Check (DC 15) and they would look just like other rock within its environment upon succeeding.  

Reactions

Stare. The Wasis would stare into the eyes of the creature as they roll an Intimidation Check (DC 15). The creature will feel intimidated by the Wasis and would [Disengage Combat] involuntarily. Unless told otherwise by the DM.

Legendary Actions

Expanded Ego. Wasis feels better than others as it boasts to nearby creature about its extensive knowledge. It allows for Wasis to obtain randomly casts 4 different effects. The effects is determined by a 1d4:

- It provides Wasis an [Advantage] in its next dice throws.

- It inspires Wasis, which gives them a bonus 2d4 in its next dice throws.

- It heals Wasis by 2d8 [Hit Points]. Excess [Hit Points] is exchanged into [Temp Hit Points]

- Wasis becomes infused with a certain element (Fire, Water, Earth, Wind). The element is determined by a 1d4.

This action can only be used once per [Long Rest] 

Description

A seemingly normal pebble averaging around 35g in weight and found in various sizes. They are distinguishable by their accessories, however it is still a challenge to identify as said accessories are quite small, being proportionate to the Wasis' minute size. 

Wasis are intelligent beings and are prone to behave similarly to a sorcerer - ever expanding their knowledge through any means possible with their limited abilities. 

Wasis travels within a small group varying from 3 to 5 other Wasis's. As they believe it is more challenging to be caught and it allows them to expand their knowledge of the world faster than travelling in a larger group. Though in rare occasions, they would travel alone which symbolises banishment from the colony. 

Monster Tags: beast companion

Habitat: HillMountainUrban

BETHANULY

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