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Reconstruction.
A heavily damaged X-97 repairs its body in 1d10 days, with all its hit points. The new body appears within 1 mile of X-97's lair. (Note: Monsters with the rejuvenation trait are usually bound to something or someone, so their rejuvenation relies on that person or thing still being intact/alive.)
Hunters Gaze.
When a creature that can see X-97’s eyes starts its turn within 50 feet of X-97, X-97 can force it to make a DC 12 Wisdom saving throw if X-97 isn’t incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn. (Only once per creature per encounter)
Double Claw Attack.
X-97 will slash the target twice: +14 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 14) Slashing damage.
Multi attack.
X-97 will slash the target six times: +14 to hit, reach 5 ft., one target. Hit: 12 (6d6 + 14) Slashing damage.
Double Claw Attack.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 26 (2d12 + 14) Slashing damage.
Multi attack.
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 20 (6d6 + 14) Slashing damage.
Overcharge
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While Overcharged, you gain the following benefits:
- You have advantage on Strength checks and Strength saving throws.
- You have resistance to bludgeoning, piercing, and slashing damage.
Your Overcharge lasts for 1 minute. You can end your Overcharge on your turn as a bonus action.
Can be used once per encounter.
Parry.
The creature can parry the incoming attack to reduce the damage by half only if it is a close range physical attack.
Self Destruct.
DISCLAIMER: This spell is to be used in only the most dire of circumstances. You must understand that this is dangerous in the highest degree.
Self-Destruct is, in practice, fairly simple. The caster causes a massive explosion centered on them. However the arcane principles behind it are a marvel. The spell causes the caster to focus all of their arcane power into one mote of energy within themselves. This mote builds and builds until it can't be kept at bay. Then it does what a pressurized substance does: it explodes. The overwhelming amount of energy rips from the caster, sending out shock waves for hundreds of feet, damaging all beings and structures within range. Unfortunately, the ensuing chaos and destruction does annihilate the person who cast it.
Range: 50 feet in a sphere centered on caster. Damage: 10d20(dmg type of players choice, usually force).
Description
X-97 is said to be a monster that lurks in the dark, dismantling any monster that is considered a threat, though it is also fully sentient and intelligent it will hunt its prey stalking them and making it known by either letting the prey see them off in the distance or leaving some sort of "Gift" that represents what awaits the hunted one. X-97 enjoys the thrill of the hunt and watching as the prey runs as desperately as they can.
Lair and Lair Actions
X-97's Factory
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:
Regional Effects
The region containing X-97’s lair is its factory, which creates one or more of the following effects:
Aura of Paranoia. Creatures within 2 mile of the monster’s lair sometimes feel as if they are being watched.
Constant Paranoia. Creatures within the lair always feel as if they’re being watched and listened to. The monster has hidden charms and other magic in the furniture of this lair that records spoken conversations and passes this information on to the monster.
If X-97 is fully destroyed, these effects fade over the course of 1d20 days.







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Posted Sep 30, 2024Do let me know if anyone has ways of improving or rebalancing this monster!
any feed back is welcome.