Astral Shift. The thrasher can, using its Action over a period of two turns, open a portal to the Astral plane if in another plane. If the thrasher is already in the Astral plane, it can open a portal to any other plane. 3/day.
Energy Siphon. The thrasher can make bite attacks against a magical or energy-containing object that isn't being worn or carried. If the attack hits, the thrasher can regain hit points equal to the damage dealt + 10. The object in question then loses its energy or magical power and becomes inert for a number of days equal to the amount healed by the thrasher.
Magic Resistance. The thrasher has advantage on saving throws against spells and other magical effects.
Multiattack. The thrasher makes three attacks: one with its bite and two with its tentacles.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 3) piercing damage. Alternativly, If the target is a creature of Medium size or smaller, the thrasher can instead deal no damage and attempt to swallow the creature instead. The creature must make a DC 14 Dexterity saving throw or be swallowed by the thrasher and be restrained for the duration. The thrasher can only have one creature swallowed at a time. At the start of their turn the target takes 5 (1d10) acid damage. The target can attempt to free itself if it makes a strength check contested by the thrasher's constitution check. If the target is successful, it is disgorged within 5ft of the thrasher, otherwise it takes 5 (1d10) acid damage.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (2d8 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The thrasher has two main tentacles, each of which can grapple one target.
Tentacle Slam. The thrasher slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the thrasher's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.
Astral Breath (Recharge 5-6). The thrasher exhales multicouloured flames from its maw in a 15-ft cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much on a successful one.
Description
An Astral Thrasher is a tentacled beast that resides in the Astral plane. These creatures live to feed, breed and nothing else. Not even the Gith, who combat these creatures frequently, know much about them. Some sages theorise they are the latent offspring of Astral Dreadnoughts, however Dreadnoughts are known to be unable to reproduce due to their god-crafted existance, leaving many dumbfounded regarding the origins of this overlarge devourer.
Interdimensional Leech. Astral Thrashers have a single method of obtaining sustenance. They scan the planes for sources of energy. When they find a suitable source, they plane shift close by and begin draining the energy from objects. This can range from a magiclly-charged location to an archmage's talking staff. Even sources of demonic and negative energy are potential meals for an Astral Thrasher. This habit leads to many Liches, Archmages and the like being forced to place wards forbidding travel to and from the astral plane. Any who utilise powerful energies without heed of the consequences will surely regret it.
Apperance. An Astral Thrasher is a rubbery, tentacled creature, much like an Aboleth in apperance. The noticable deviations are that it lives in the astral plane, where it can fly unfettered by gravity, its rubbery skin is a tan-gray and it can breathe magical flames that bypass most enchantments. Unlike the scheming, plotting Aboleths, their mental powers are considerably lacking.
Previous Versions
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1/6/2020 5:48:37 PM
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1/6/2020 6:41:25 PM
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6
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Coming Soon
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