No weak spots. This creature has no weak spots, for no parts of it are vital to its survival. Not even the head (For it may have multiple, or none).
Not yet dead. If the creature's health ever drops to 0, it can roll for Constitution (dc16) to see if it is still alive, but only unconscious (Its health will be back up to half, and if the creature awakens before you're able to kill it, it will be back up to full).
Slash. Melee Unarmed Attack: +8 to hit. Reach is however long the creature's arms are. 1 to 3 targets (Has to be lined up for multiple). Hit: (2d6 + 8) slashing damage. This attack only works if the creature has claws.
Impale. Melee Unarmed Attack: +3 to hit. Reach is however long the creature's arms are. 1 to 3 targets (Has to be lined up for multiple, and the creature's claws have to be very long). Hit: (2d10 + 8) piercing damage. The attacked creature must make two constitution saving throws. If they both succeed, the attacked must only take the damage rolled. If one fails and one succeeds, the creature must take twice the damage. If they both fail, the creature must die, no matter how much health it has. This attack only works if the creature has claws.
Smash. Melee Unarmed Attack: +6 to hit. Reach is however long the creature's arms are. 1 target. Hit: (3d6 + 8) bludgeoning damage.
Body Slam. Melee Unarmed Attack: +4 to hit. Reach is however long the creature's arms are. 1 target. Hit: (1d20 + 8) bludgeoning damage.
This creature has 1 reaction per creature
Missed. If you miss the creature, it may attack upon you right away, and then attack again if it is the creature's turn, but with an extra 10 damage added on.
Poor hit. If your attack does less than 12 damage, the creature may attack upon you right away, and then attack again if it is the creatures turn.
Failed to sneak up. If you fail to sneak up on the creature, it may attack you right away with an extra 20 damage added on to its attack. The creature may go again if it is its turn.
Description
The creature looks like two or more living beings meshed together. There are choices for each creature, which can be dictated either by the DM's whims or by rolling dice.
Does it have claws? Either decide or roll a d20 (dc10).
Does it have teeth? Either decide or roll a d20 (dc10).
How many heads? Either decide or roll a d6 for the number and then a d20 (dc12) for each head.
How many arms? Either decide or roll a d10 for the number and then a d20 (dc12) for each arm.
How many legs? Either decide or roll a d8 for the number and then a d20 (dc12) for each leg.
Any characteristics not mentioned must be decided.
Once the campaign has gone on 24 hours (Relative to the campaign world, not the real one), multiply EVERYTHING by 2.
Previous Versions
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10/22/2019 8:33:20 PM
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10/22/2019 8:37:46 PM
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1/25/2022 8:39:48 PM
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121
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