Large Aberration, Unaligned
Armor Class 16 (natural armor)
Hit Points 143 (15d10 + 60)
Speed 30 ft.
STR
20 (+5)
DEX
11 (+0)
CON
19 (+4)
INT
19 (+4)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws INT +8, WIS +6, CHA +7
Skills Perception +8
Damage Immunities Poison
Senses Darkvision 120 ft., Passive Perception 18
Languages the languages of its creator, telepathy 30 ft.
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Dual Minds. The cerebrograft has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Actions

Multiattack. The cerebrograft makes two slam attacks and uses Telekinetic Grip.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage.

Telekinetic Grip. The cerebrograft uses its psionic power to telekinetically manipulate one creature or object it can see within 120 feet of it. If the target is a creature, it must make a DC 16 Strength saving throw. On a failed save, the cerebrograft moves it up to 30 feet in any direction, and it is restrained by the cerebrograft’s telekinetic grip until the start of the cerebrograft’s next turn or until the cerebrograft is incapacitated. If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is telekinetically moved up to 30 feet in any direction. The cerebrograft can also exert fine control on objects with its telekinesis, such as manipulating a simple tool or opening a door or a container.

Psychic Crush (recharge 5-6). The cerebrograft creates a vortex of psionic energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 16 Intelligence saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one. In addition, creatures that fail their saving throws are dazed (save ends). A creature that fails this saving throw by five or more is instead stunned (save ends).

Description

Monsters of Drakkenheim Alpha Playtest 1

This brawny eight-foot-tall figure has a massive, muscled body; though it is difficult to say if it was once human, an ogre, or a troll given its strange proportions and features. Its discolored and bruised skin is stretched and ripped in places where it can barely contain its bulging muscle tissue. It is pin-headed with a gaunt, emotionless face that bears an a glassy-eyed gaze and a slack-jawed maw. Most disturbingly of all, however: its ribcage grotesquely splayed open to reveal an unsettling sight. Emerging from the exposed guts and viscera is a smaller, vestigial creature with wrinkled raw flesh and a mewling mouth. It holds its stick-like arms and curled fingers close to its feeble body, and its neck can barley support its massive cranium. A thin layer of translucent skin covers its huge brain, the blood vessels within emitting a lambent glow. As it raises is small hands to its temples, its eyes bulge and its face contorts into a twisted expression.

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.

Habitat: Urban

Goodefella

Comments

Posts Quoted:
Reply
Clear All Quotes