| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +8 |
| DEX | 14 | +2 | +2 |
| CON | 16 | +3 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 18 | +4 | +4 |
| CHA | 14 | +2 | +2 |
Undead Construct. Due to their creation, every ushapti counts as a undead aswell as a construct. Spells and abillities that excluesively affects constructs or undead (e.g. Turn Undead), may.not work on them (GM discretion).
Mummyfied Core. If a ushapti is slain, but its core is not destroyed, it will raise again on the next sunset with all damage repaired. If the mummy inside the ushapti is destroyed however, it'll cease to exist instantly. The Core has a AC of 11, 58 HP and is vulnerable to fire damage. However the core may only be attacded if the Ushapti is reduced to 0 HP or when its Obsidian Skin becomes breached (see below).
Obsidian Skin. If a Ushapti takes more than 25 bludgeoning damage in one attack or is hit by a critical attack, its obsidian skin becomes a breach. Lower its AC by 2 and scratch fire resistance. If an Attacker takes disadvantage on their attack roll they may attempt to attack the breach. If the attack is successful, all damage is dealt to the mummyfied core instead (ignoring the cores AC).
Magical Attacks. Every Attack from an Ushapti counts as magical.
Oath to Protect. Ushapti have a +4 Bonus to their passive perception as long as they are in the territory they swore to protect (already included)
Eternal Vigil. As long as they are not threatend in any way or their territory is not plundered/harmed, ushaptis are indistinguishable from normal studies.
Mysterious Guardians. Serpent-Ushapti are spellcasters who counts as level 11 Clerics of any domain of your choosing (usually grave, death or arcana ). Serpent-Ushaptis have a DC 17 to resist der Spells and get a +8 Modifier to hit with a spell.They've got 5 Cantrips of your choice and spell slots as below:
4 of the 1st Level, 3 each of 2nd, 3rd and 4th Level, 2 of 5th Level and 1 on 6th level. They can learn 16 Spells from the Cleric list as they please. However they cannot change their list after a long rest.
Attack. The Ushapti can either bite an opponend or can cast a spell each turn
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 4) piercing damage plus 8 (2d8) poison damage.
Spellcasting. The Ushapti can cast a Spell like a Cleric could. It was buried with its holy symbol so it cannot loose it since it is part of its body.
Unique spell: Repair Construct. The ushapti can expend one spell slot to heal another construxt (or themselves) in a radius of 30 ft. for [roll]2d8+4[/roll] HP. For every Slot above the 1st Level that is used this way, the healing increases by 2d8. Every breached construct healed this way no longer count as breached. However this spell can not be used to heal the mummyfied core.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. 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
Enter a general description for your monster here.
Ushapti are the guardians of long-forgotten cultures and kings, most often watching over ancient temples and burial sites. They are unique in their nature: each Ushapti has a mummy as its core, encased within an obsidian statue. These mummies were once devoted followers of the lost kingdom’s religion or warriors who swore powerful oaths to protect a sacred site or the king/queen they served in life for all eternity. These warriors often followed their ruler into death or were ritually slain in elaborate ceremonies of honor, then mummified and finally embedded into the stone bodies that would serve as their eternal resting place. Ushapti remain motionless, like statues, bound to their eternal vigil.
Throughout the ages and across worlds, many civilizations that view death as a natural cycle of life have developed methods to create Ushapti. Unlike other undead, Ushapti are not cursed beings nor were they raised from the dead out of selfishness or a thirst for power. On the contrary, they exist due to the highest form of dedication. They generally retain their memories and fundamental personality, making them sentient.
Their foremost concern is the protection and preservation of their vigil. They have no interest in harming mortals as long as they are met with respect and perceive no threat to themselves or their oath.
When it came to creating an eternal guardian for an especially sacred site or an important temple, the priests would choose from among their own ranks a particularly devout follower of their faith. This selection process almost always involved long phases of deep asceticism, accompanied by relentless tests of the chosen one's mental strength and devotion. In the final step, the chosen one was often expected to end their own life without hesitation before being embedded into the body of an Ushapti—most commonly one with the head of a serpent.
Serpent-headed Ushapti are rarely as dangerous in close combat as their kin, but they are often powerful sorcerers who devote themselves to their duty with unwavering religious zeal, even though their mortal lives ended millennia ago.
Of all Ushapti, they tend to retain the clearest memories of their past lives as well as a strong connection to their deity. This connection grants them the ability to wield magic or channel divine energy even in death. While they are still formidable, thanks to venomous fangs embedded in their stone bodies, they prefer to support the other constructs rather than engage in direct combat.
Though they remain bound to their deity, the spells and oaths they swore often make them mentally inflexible, limiting their ability to adapt their magic to changing circumstances. In some cases, they are the last remaining worshipers of their god, meaning their deity lacks the power to grant them new abilities.
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.







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