Mod | Save | ||
---|---|---|---|
STR | 10 | +0 | +3 |
DEX | 16 | +3 | +6 |
CON | 14 | +2 | +5 |
Mod | Save | ||
---|---|---|---|
INT | 14 | +2 | +5 |
WIS | 12 | +1 | +4 |
CHA | 20 | +5 | +8 |
Alarm. When you take damage, all other monsters of the same breed within 240 ft are aware of your pain.
Amorphous. You can move through a space as narrow as 1 inch wide without squeezing.
Arcane Protection. You are resistant to all magical damage.
Aura: Antimagic. Any creature within 10ft of you has disadvantage when casting magical spells.
Blood Frenzy. You have advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Charger. If you moved more than 20ft in a straight line towards your target, make your melee attack roll with advantage. On a hit, you knock your target prone in addition to any other effect.
Disintegration. When you die, your body disintegrates into dust. You leave behind your weapons and anything else you are carrying.
Fey Mind. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Immutable Form. You are immune to any spell or effect that would alter your form.
Indominable. You are immune to any effects that would alter your mind or will.
Punch. Melee Weapon Attack: +8 Reach, 10 ft. Hit: 24 (9d4 + 2) When you punch your target the target is pushed up to 10 ft away.
TenTail. Melee Weapon Attack: +8 Reach, 20 ft. Hit: 24 (5d8 + 2) When you punch your target the target is pushed up to 10 ft away.
Hydro Pump. Ranged Weapon Attack: +8 range 500 ft. Hit: 24 (6d6 + 3)
The Summoning. You summon two skeletons with each summon, it takes 1 full turn to pull off. Each summon has 50 Hit points and do a Melee Weapon Attack: +4 reach 10 ft. Hit: 24 (4d10 + 2)
Description
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Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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7/8/2025 4:08:06 AM
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Coming Soon
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I'm an almighty water God? cool
I need that Charisma in real life