Medium Humanoid, Any Alignment
Armor Class 16 Natural Armour
Hit Points 76 (8d8 + 40)
Speed 40 ft.
STR
11 (+0)
DEX
17 (+3)
CON
9 (-1)
INT
12 (+1)
WIS
12 (+1)
CHA
7 (-2)
Saving Throws DEX +6
Damage Vulnerabilities Bludgeoning
Condition Immunities Incapacitated, Unconscious
Senses Passive Perception 13
Languages Common, Ulurant
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Jetpack. The Bral Flayer can dash as a bonus action. In addition, the Bral Psion can fly up to its walking speed, but must end its turn on a solid surface or it falls. The Bral Flayer takes half damage from falling.

Aim. If the Bral Flayer doesn't move on its turn, it may take aim as a bonus action. If it does so, it has advantage on any ranged weapon attack it makes afterwards. When this happens, if the Bral Flayer attempts to move, it loses its advantage.

Damage immunities. The Bral Flayer is immune to all damage types except bludgeoning. If the Bral Flayer is hit with any number of bludgeoning damage, they become vulnerable to all damage types until the beginning of their next turn.

Actions

Rupture (Recharge 4/5/6). Ranged Spell Attack: +3 to hit, reach 120 ft., three targets. Hit: 8 (1d10 + 3) force damage. If hit, the target makes a DC 15 Wisdom saving throw, and on a failed save, the target is knocked prone and becomes stunned until the beginning of their next turn.

Elemental Totem (Recharge 5-6) The Bral Flayer hurls a totem in a straight line towards a point of its choosing within 15 feet. When the totem hits a solid object, it magically connects to any Bral creatures within 30 feet of it. For up to one minute while the Bral Flayer concentrates (as if concentrating on a spell) any creature connected to the totem is instead reduced to 1 hit point if they would be reduced to 0 hit points.

Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. 

Bral Headhunter. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 21 (4d8 + 3) piercing damage. If the result of the attack roll is 17 or above, the target hit must make a DC 15 Constitution saving throw and, on a fail, they begin taking 1d10 piercing damage at the beginning of each of their turns. At the beginning of their turn, they may choose to reroll the saving throw, and end the effect on a success.

Previous Versions

Name Date Modified Views Adds Version Actions
4/13/2021 10:04:14 PM
4
1
5th edition
Coming Soon
7/18/2024 4:18:09 AM
4
0
5th edition
Coming Soon
7/25/2024 1:41:51 AM
5
0
1.1
Coming Soon
spree0

Comments

Posts Quoted:
Reply
Clear All Quotes