Sunlight Weakness. The body snatcher takes 10 (3d6) damage if it ends its turn in sunlight and has disadvantage on attack rolls and ability checks when in sunlight.
Clinging Shadows. A creature that is in dim light or darkness has disadvantage on ability checks to escape the body snatcher’s grapple. Each time a creature attempts to escape the body snatcher’s grapple while it is in dim light or darkness, the creature takes 18 (4d8) necrotic damage. If the necrotic damage reduces the target to 0 hit points, the target is stable but paralyzed for 1 hour, even after regaining hit points.
Multiattack. The body snatcher makes four grabbing hand attacks.
Grabbing Hands. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and if the target a Medium or smaller creature, it has the grappled condition (escape DC 15). Until this grapple ends, the body snatcher can’t use this hand against other targets. The body snatcher has four hands, each of which can grapple one target.
Shadow Teleport. The body snatcher can teleport up to 120 feet to an unoccupied space that it can see that is in dim light or darkness. It can also bring any Medium or smaller creature it is grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination that is also in dim light or darkness. An unwilling creature can make a DC 13 Charisma saving throw to resist being teleported. On a successful save, the creature and the body snatcher are not teleported.
Unstoppable Lurch. When the body snatcher takes damage, it can move half its speed towards the creature that damaged it without provoking opportunity attacks. If it ends this movement adjacent to the triggering creature, it can attack using Grabbing Hands and it gains advantage on this attack roll.
Description
Monsters of Drakkenheim Alpha Playtest 1
“This patchwork monster of various stitched together corpses, of both man and animal, has oozing black ichor dripping from its seams. The figure is a hulking form, about 8 feet tall with broad shoulders and a hunched back. Its head seems small compared to its form, with pale white eyes highlighting sunken dark sockets, and a lipless mouth forcing the creature to appear in a constant menacing grimace. Draped in a thick black trench coat and a wide-brimmed hat and smelling of sulfur and brimstone, the unsettling humming and mumbling of the creature echoes in the ears of those who it is about to grab. The most unsettling feature is the creature’s four arms, which end in massive hands compared to its form, each with 8 long spindly fingers. The creature shifts from shadow to shadow effortlessly, in a haunting ghost like fashion that is strange given its inherent size and demeanor."
New Conditions for D&D 5e
Addled
You have disadvantage on Intelligence, Wisdom, and Charisma attacks rolls, ability checks, and saving throws.
Bewildered
You can’t cast spells, except for a cantrip with a casting time of 1 action.
Bleeding [X]
Your losing blood to an open wound.
- At the end of each of your turns, you lose hit points. The number of hit points lost is indicated by the condition, such as “bleeding 2d4”.
- The condition ends if you regain any hit points.
- You or another creature within 5 feet of you can spend an action and use a medicine kit to staunch the bleeding (no check required), ending the condition.
Burning [X]
You’re on fire or covered in acid:
- At the end of each of your turns, you take damage. The damage type and amount are indicated by the condition, such as “burning 4d6 fire” or “burning 2d4 acid”.
- The condition ends if you or another creature within 5 feet of you can spend an action to extinguish the flames or scrape off the acid, or if some other effect douses the flames (such as the target being submerged in water).
Bloodied
You’re wounded. You have this condition whenever you have fewer than half your maximum hit points remaining.
Clumsy
You have disadvantage on Dexterity attack rolls, ability checks, and saving throws.
Dazed
You can move or take an action on your turn, not both. You can’t take bonus actions.
Defenseless
Attack rolls against you have advantage.
Distracted or “Unreactive”
You can’t take reactions.
Enfeebled
You have disadvantage on Strength attack rolls, ability checks, and saving throws.
Entangled (DC X)
You’re ensnared by vines or ropes.
- You’re immobilized and defenseless.
- You or another creature use an action to slip free. To do so, you must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the condition ends. This condition ends on you if take 10 fire or slashing damage.
- The DC is indicated by the condition, such as Entangled (DC 15).
Frozen [X]
You’re partially encased in ice:
- You’re immobilized and defenseless.
- You’re helpless against attacks made with a weapon that deals bludgeoning damage.
- You or another creature use an action to break the ice away. To do so, you must succeed on a Strength (Athletics) check. On a successful check, the condition ends. The DC is indicated by the condition, such as Frozen (DC 15).
- This condition ends on you if you take 20 bludgeoning or fire damage.
Helpless
Any attack that hits you is a critical hit.
Immobilized
- Your speed becomes zero, and you can’t benefit from any bonuses to your speed.
- If you’re flying when you become immobilized, you fall.
Infested [x]
- You’re distracted, slowed, and dazed.
- At the start of each of your turns, the value of the condition increases by 10.
- You or another creature can spend an action to remove the infestation. You take damage equal to the current value of the condition.
- If the value of the condition exceeds your current hit points, you die.
- A lesser restoration spell or similar magic also ends the condition.
Jinxed [X]
Roll the die indicated by the condition, such as “jinxed 1d4” each time you make an attack roll or saving throw, and subtracting the value on the die from the result.
Marked
You have disadvantage on attack rolls against all creatures except the creature who gave you this condition. You can only be marked by one creature; if a different creature marks you, the marked condition from the previous creature is replaced by that of the new one.
Sickened
You have disadvantage on Constitution saving throws.
Shocked
- You’re dazed and defenseless.
- You drop whatever you’re holding in your hands.
- You must spend an action to draw, stow, or pick up an object.
Slowed
Your speed is halved.
Staggered
You can't make more than one weapon attack during your turn, regardless of your abilities, spells, or magic items.
Valor [X]
Add 1d4 to your attack rolls and saving throws.
Weakened
You deal half damage with weapon attacks and spells.
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