| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +11 |
| DEX | 14 | +2 | +2 |
| CON | 22 | +6 | +11 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 12 | +1 | +1 |
| CHA | 16 | +3 | +3 |
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 statues.
Devastating Charge. If the Hippo-Ushapti hits a creature after he has made a move Action this turn the target must succeed on a DC 18 STR save or is knocked prone. If the Hippo-Ushapti has taken a dash action before the attack, the target has Disadvantage on the saving throw.
I've sworn an oath! The Hippo-Ushapti has advantage on any saving throw it takes. If a successful saving throw causes the Hippo-Ushabti to take half damage it takes no damage instead.
Multiattack. The Ushapti makes three khopesh of the gods attacks each turn
Khopesh Of The Gods. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 12 (1d12 + 6) Slashing damage plus 12 (2d12) radiant damage.
Voice of Command. Hippo-Ushapti are experienced commanders and even in death they do not loose their keen tactical mind. As a Bonus Action they can issue one of the following orders to every Ushapti in a 30ft radius:
Smite them! A single free Melee or Ranged Attack.
Brace! Increase the AC by 2 until the start of the Hippo-Ushapti next turn.
Let no one live! A +2 Attack Bonus on Ranged/Melee Attacks. Critical hits are also Scored on a natural 19 or 20.
Charge! A free Dash Action
Remember your Oath! Automatically pass any Saving throw
Guardian. Immediately after a creature within 5 feet of the Hippo-Ushapti takes the Disengage action or hits a target other than it with an attack, it can make an Oppurtunity Attack against that creature.
Halt. When the Hippo-Ushapti hit a creature with an Opportunity Attack, the creature’s Speed becomes 0 for the rest of the current turn.
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
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.
The undisputed leader and general of the Ushapti is the Hippo-Ushapti. In many ancient cultures, the hippopotamus was revered for its strength and territorial nature, which was seen as the epitome of loyalty. A Hippo-Ushapti is the most powerful of its kind, and though it does not possess the same mastery of the blade as the Lioness-Ushapti, it is an exceptional general and commander.
These Ushapti house the mummified remains of the greatest generals, queens and kings of their realms, bound by powerful oaths to serve their nations or protect the bloodlines of their rulers. In many ancient cultures, it was considered a great honor to be chosen to serve one’s kingdom even in death, encased in an almost indestructible obsidian body. Though these Ushapti could not ultimately prevent the fall of their empires, they remain bound by their ancient oaths, standing eternal watch over ruined capitals and forsaken palaces.
More effort was poured into the creation of these Ushapti than into any other construct. They are often a head taller than their kin, their bodies meticulously sculpted by the finest artisans of their time. They wield mighty weapons, imbued with ancient enchantments. Yet, for all their personal strength, their greatest weapon is their mind.
Hippo-Ushapti excel at leading their kind, and through the millennia, they have come to know their domains better than any other. They meticulously plan every move, and even in the thickest of battles, they calculate the dangers posed by their enemies, directing their kin along the most efficient path to eradicate all blasphemers foolish enough to defile the site of their vigil.
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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