Aim to maim
Through arduous practice, they have developed the skills to go beyond hurting an enemy. They have learned to break them.
Once per turn, before making an attack with a weapon that they are proficient with, needing a dc save of 18. If that attack hits, your target suffers the weapon's normal damage and one of the following Maims. Certain creatures may be immune to certain Maims. The DM has the final say on whether a creature suffers the adverse effects. The Maim lasts until the creature is restored to max hp.
- Broken leg - The target falls prone. Its speed is reduced by half and it has disadvantage on Dexterity (Acrobatics) checks and Dexterity saving throws.
- Broken hand - The target has disadvantage on attack rolls using its hands or weapons held in its hands.
- Broken arm - The target's carrying capacity is reduced by half and it has disadvantage on Strength checks and Strength saving throws.
- Blind eye - The target has disadvantage on perception checks and attack rolls on targets more than 60 feet away.
- Internal bleeding - The target spouts out a big amount of blood from their body. Wasting one bonus action as they try keep consciousness. Can only be triggered once
- External bleeding - The target suffers 1d4 points of unavoidable bleeding damage at the start of each of its turns. This effect ends as soon as the creature receives at least 1 point of healing. The damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
- Concussion - The target has disadvantage on Constitution saving throws to maintain concentration on spells.
aim to maim can only be used 3 times
Spellcasting.
Cantrip: Blind eyes: Your vision extends beyond the sense of sight into detecting the heat and minute sound of the world around you. You gain blindsight in a 30ft. cone extending from your face in the direction you look for the duration.
4th level (3 slots): [Eternal mountain] This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
feat "action surge": Starting at 2nd level, certain classes you can push themselves beyond their normal limits for a moment. On your turn you may take one additional Action (not Bonus Action) on top of your regular Action.
can do it twice before needing a long rest.
Action Name.
Unarmed strike. Melee attack: +1 to hit, reach 5 to 8 ft, 1 target Hit: 5 bludgeoning damage
Action Melee Attack. Melee Weapon Attack: +4 to hit, reach 10-15 ft., 1 target. Hit: # (2d6 + 4) bludgeoning damage.
Brutal attack 2d10+4 With the superior strength he carries and anger. He can charge up for 2 rounds before unleashing it all into the victim with the club
or unarmed strike which will be just straight 10 damage.
Opportunity attack
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
(can only be done 3 times to make it more bearable)
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The person is about 10 feet tall and extremely dangerous holding a spiked club. Known to his brutal strength and sadistic nature maim his targets at the dead of night. It is known that through serious training in dark side of martial arts in the mountains has made him nearly impossible to attack.
If attacking a group he would like to intimidate the group by smashing the ground with his fists or club.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
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7/11/2024 2:37:36 AM
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