Underdark Origins. The A’’abrequeri has an advantage when in the Underdark
Spellcasting. The A’’abrequeri is a 6-level spellcaster. Its spellcasting ability is STR (spell save DC 18, +8 to hit with spell attacks). The A’’abrequeri has following Warlock spells prepared:
Cantrips (at will): Chill Touch, Poison Spray
1st level (2 slots): Hellish Rebuke, Unseen Servant
2nd level (3 slots): Darkness, Ray of Enfeeblment, Spider Climb
3rd level (2 slots): Vampiric Touch, Hypnotic Pattern
4th level (2 slots): Banishment, Hallucinatory Terrain
5th level (1 slot): Dream
6th level (3 slots): Flesh to Stone, Circle of Death, Mass Suggestion
Constrict. The A’’abrequeri can choose a creature within 30ft of it. That creature must make a DC 16 DEX save or be grappled until the end of it’s next turn. The A’’abrequeri can only constrict one creature at a time
Venomous Fang. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: 5 (2d8 + 8) Poison damage.
Venomous Spear. RangedWeapon Attack: +9 to hit, range 70/280 ft., 2 target. Hit: 4 (2d6 + 5) Poison/ Piercing damage.
Hypnotic Rattle. The A’’abrequeri can choose a creature within 50ft of it that can hear and may rattle its tail. That creature must make a DC 18 INT save or be charmed by the A’’abrequeri for 5 hours or until it cannot hear
Hypnotic Blast (Costs 5 Actions). The A’’abrequeri lets out a ultrasonic blast . Every creature within 100ft must make a DC 18 WIS save or be charmed by the A’’abrequeri For 2 days. At the end of each creatures go, that creature take 3d6 psychic damage. If the A’’abrequeri uses this attack, it becomes, stunned until the end of it’s next go
Description
A’’abrequeri usually look like Yuan-ti nightmare speakers but fully snake. Their psionic abilities are extremely powerful and can be very useful. A’’abrequeri have red, brownish scales and white, milky eyes. Their eyes can change colour when the A’’abrequeri is trying to hypnotise a creature. Generally, try to imagine a giant snake with a human shaped torso and head but with scales covering the entire thing
Lair and Lair Actions
A’’abrequeri lairs are usually inside ancient Yuan-ti temples.
Lair Actions
On initiative count 4 (losing initiative ties), the A’’abrequeri takes a lair action to cause one of the following effects; the A’’abrequeri can’t use the same effect two rounds in a row:
- The A’’abrequeri can create a cloud of smoke and make all creatures within 20ft blind for 2 minutes
- The A’’abrequeri can change the texture of it’s surroundings to look the same as the A’’abrequeri‘s scales
WUUUUUUUUT?
Nice! This monster is pretty cool and powerful enough to be a raid boss. I for one would love to battle it.
Thank you! 😊
I’m thinking of making a King A”abrequeri which will be more powerful and harder to defeat but with more “chinks in the armour”
What about it?
That actually sounds fun. Good luck. If you want, we could make a campaign and fight it together or something. Just saying.
it says nothing about the amount of legendary actions it has or anything else about its legendary actions other then the one legendary action. normally, one has 3. but the one legendary action it has takes 5 actions so it is not very clear as too how many legendary actions it has, and is missing some important info.
its cool, but why so few likes?
You've got a decent thing going here, but it looks like your stat block could use a little polishing. Not a bad concept, but be sure to cross-reference your creations with other officially published material! In any case, I like what you've made.
Edit: What are the special advantages it gains? If it's a Legendary creature, why does it only have one Legendary Action? Every other Legendary creature takes Lair Actions on initiative count 20. Why does this creature take his on initiative count 4? With almost 300 hit points, innate spellcasting, an incredible Strength score, and much more, why is it only CR 10? This feels much more like a CR 20+ monster to me. I'd love to discuss more with you!
"An Advantage in the Underdark"
also how the heck do I pronounce this thing's name? 😂
For starters you can probably ignore the extra "a" and apostrophes, I have a strong suspicion they're there just to game the fact that monsters are listed alphabetically. For the rest, I guess knowing the creator's native language could give us a clue.
Cool monster, but very, very unbalanced. Starting from the top and working down to legendary actions. Minor detail, but still a thing, when you do armor, you put the armor class and then the type of armor in parentheses after it. So instead of 17 Scales, it would be 17 (Scales). Not very important, just letting you know. Next, the hit points. The average CR 10 monster has about 120 to 180 hit points, and this has 279. So its about twice as tanky, which would really affect its CR. Ability scores are also a bit higher than the normal CR 10 monster, but its not too bad. For skills, I don't know how you got a +22 to Athletics, but that is super powerful and even a level 10 barbarian has no chance at beating this. Its senses are also overpowered, with darkvision 200 and tremorsense 100, but as it doesn't really affect combat its not a major problem. Also confused about Underdark Origins, what exactly is the advantage that it has? Next is spellcasting, and I'm guessing you don't know much about spellcasting. A 6th level spellcaster does not have access to 6th level spells. They have 3rd level spells and lower. Strength is also not a spellcasting ability, spellcasters use Intelligence, Wisdom or Charisma. Also the snake has Warlock spells, and warlocks are even more confusing. Warlocks use Charisma for their spellcasting, and a 6th level warlock has only 2 3rd level spell slots. For attacks, the Constrict attack should have a range of only 15 ft. max, and most grappling attacks would typically make the monster roll Athletics against the player rolling Athletics or Acrobatics, but considering the snake's super high Athletics, the Dex save is probably the better option. Hypnotic Rattle as a reaction is wierd, because nothing is provoking the reaction, and therefore the snake would not be able to use it. But in the case that it does, Wisdom is normally used to avoid being charmed, not Intelligence. And consider changing the duration from 5 hours to 1 minute or the end of the snake's next turn. And lastly, Legendary Actions. Most monsters have a full description of how legendary actions work, along with the amount that they have. Just copy and paste a dragon's legendary action description, and every time it says dragon, change it to the name of your snake. Charming all creatures within a 100 ft. radius is super powerful, especially with the duration of 2 days. Taking 3d6, or 10, damage at the end of the creature's turn for the full duration will kill anything. Doing the math, each creature will take 288000 damage before the effect ends. Definitely shorten the duration on this, and give creatures the option to repeat the save at the end of each of their turns, ending the effect on a success
i whould like the king it sounds very fun to fight
can you give the king fireball please
...You have no idea how spell slots work, do you?
Nor how to calculate skill modifiers. Or spell save DC / attack bonus. Or regular attack bonus. Or damage bonuses.
This thing is an absurd mess.
It is kind of funny though. Not to be rude, but this is a mess. The modifiers are all random and the spells are also not correct. But yeah. How did you get a +5 to hit if it has a plus 9 in strength and a plus 7 in dexterity? And yeah, strength as a spellcasting modifier and level six spell? TakeQueenTiamat97's advice please if you would like to make a suitable monster.
you can use other abilities for spell casting (most of the time). for example, a Genasi uses Con modifier, innate spellcasting might be better here
But the numbers are wrong if it is using strength. It has a plus 9 in strength but only a plus 8 toi spell attack hit and 18 for save DC. It should be plus 13 because it is strength modifier plus prof, and DC should be 8 plus prof (12) plus strength (21) However, this would be totally broken for a cr 10 creature, so it should probably use wisdom anyway. And yeah, no 6th level spells, that's not how casters work.But I do agree that you can use non traditional stats for spellcasting, such as con, str, or dex.
Plus a couple of weird things like poison/piercing (does the dm decide? ) and "an advantage" in the underdark. Just say it has advantage on stealth checks in darkness, or even attack rolls and or saving throws, but at least specify. Also, if it is advantage on attacks and or saving throws (and ability checks?) its completely broken. Not to mention the obvious problems with the legendary resistance. Just copy the dragons and change it how you would like. ANd its definitely not CR 10.
Hey y'all, keep it caaaaaaaaaazh
Aabre'queri
(Yes I fixed the name)
HP: 72 - 342 (207 Average)
Speed 40 ft., burrow 20 ft.
Str: 20 (+5), Dex: 18 (+4), Cha: 24 (+7)
Athletics: +9, Stealth: +12, Persuasion: +15
Remove grappled condition immunity
Darkvision 90 ft. Tremorsense 60 ft.
Underdark Origins: Aabre'queri has advantage on attacks and saving throws while in complete darkness.
Devil's Sight: Aabre'queri can see through magical darkness.
11th-Level Spellcaster - You should consider this as a bard or warlock spellcaster.
Change spellcasting to Charisma. (+11 to hit, 19 DC)
1st level - 4 slots (follow Bard spell progression), get rid of unseen servant.
2nd - 3 slots
3rd - 3 slots
4th - 3 slots - remove Banishment, add Compulsion
5th - 2 slots
6th - 1 slots - remove circle of death
Constrict: Move to Legendary Action->
Fang: +9 to hit, 14 (2d8+5) piercing damage, DC 17 CON save or 2d6 poison damage and is poisoned until the beginning of Aabre'queri next turn. If a creature is grappled by Aabre'queri, this attack is made with advantage.
+Multiattack: Two spear attacks.
Spear: +8 to hit, range 80/320, 9 (1d8+4) piercing, remove poison damage.
Reaction:
Hypnotic Rattle. When attacked by a creature within 60 ft that Aabre'queri can see... Creature must succeed on a DC 19 WIS save or the attack has disadvantage.
Legendary (2 actions per round):
Constrict (1 action): Melee attack, 15 ft. range. 1 target. +8 to hit, 1d6+4 bludgeoning and target is grappled by Aabre'queri. Aabre'queri can only have one creature grappled by this attack.
Hypnotic Blast (2 actions): 30 ft. range, DC 19 CHA save, otherwise charmed for 24 hours. While charmed, they are under the effects of the Dominate Person spell. If they save, they are immune to this effect for 24 hours. While charmed, the Aabre'queri may use a bonus action to deal 10d6 psychic damage to it, and the creature is no longer charmed.
-Remove self-stun side effect.
Lair Actions:
- Fog cloud lasts for 1 round
(I know the lair-chameleon ability makes no sense but I love it)
Pleas change the Spellcasting to Wisdom and make the Venomous Fang not attack on Inteligence