Limited Magic Immunity. The asahskar can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Magic Body. The asahskar has advantage on all saving throws made against spells, and all of its weapon attacks are magical.
Short Tempered. Whenever the asahskar takes damage from a creature while it isn't restrained or incapacitated, it moves 10 feet towards the creature the damage originated from. If the asahskar gets within melee range of the creature, the asahskar may make a Great Claw attack against that creature.
Multiattack. The rakshasa makes two claw attacks.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.
Great Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 41 (10d6 + 6) piercing damage. If the target creature gets hit by this attack, the creature is knocked prone.
Ground Shatter. The asahskar sticks its great claw into the ground and rips debris out of the ground in a 30-foot cone. All creatures in this cone must make a DC 19 Constitution saving throw. On a failed save the creature is knocked prone and takes 27 (6d8) bludgeoning damage, or half as much on a successful one. If a prone creature is affected, it automatically fails the saving throw.
Description
The primal cousin of the rakshasa, the asahskar has one giant claw and one smaller one. It uses pure might and nothing else while in combat, wildly swiping and slamming at its enemies without second thought.
Previous Versions
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3/2/2024 11:36:30 AM
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Coming Soon
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