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<blockquote data-quote="Quickleaf" data-source="post: 6436726" data-attributes="member: 20323"><p><span style="color: DarkOrange"><span style="font-size: 15px">Blemmyae</span></span></p><p><em>Medium natural humanoid, neutral</em></p><p>AC 12</p><p>HP 32 (5d8+10)</p><p>Speed 30 ft, climb 20 ft</p><p>Str 18 (+4) Dex 14 (+2) Con 14 (+2) Int 10 (+0) Wis 12 (+1) Cha 8 (-1)</p><p>Senses passive perception 11, darkvision 60 ft</p><p>Languages Blemmyae speak no language but utilize grunts and body language only they understand</p><p>Challenge 1/2 (XP 100)</p><p></p><p>TRAITS</p><p>Cleave. Once per round, when the blemmyae drops a creature to 0 hit points, it gets a bonus action to make another great club attack against a different target.</p><p></p><p>ACTIONS</p><p>Greatclub. Melee weapon attack. Attack: +6 hit, reach 5-ft, one target. Hit: 8 (1d8+4) bludgeoning damage.</p><p>Scream of Rage. Once per minute, a blemmyae can produce a horrendous resonating scream, and all non-blemmyae within 60 feet must make a DC 12 Wisdom save or become frightened for 1 minute. Additionally, a creature already frightened by a blemmyae's scream who is targetd again must make a DC 12 Constitution save or become deafened for 1 minute.</p><p></p><p><img src="http://ogimages.bl.uk/images/011/011COTTIBB00005U00082000[SVC1].jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Blemmyae are a race of wild headless beings living at the fringes of the world. Though they communicate with themselves by strange howls, whoops, and gestures, their communication is wholly unintelligible to others. While "civilized" races consider them an abomination, the blemmyae likewise consider humanoids with heads a mistake by creation; while they don't always become hostile against such odd creatures, blemmyae are likely to shun them.</p><p></p><p><span style="font-size: 15px"><span style="color: DarkOrange">Caller From The Deeps</span></span></p><p><em>Huge elemental, neutral evil</em></p><p>AC 12 (natural armor)</p><p>HP 105 (10d12+40)</p><p>Speed 0 ft, swim 50 ft</p><p>Str 18 (+4) Dex 9 (-1) Con 19 (+4) Int 14 (+2) Wis 12 (+1) Cha 14 (+2)</p><p>Damage Vulnerabilities radiant</p><p>Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons</p><p>Damage Immunities poison</p><p>Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious</p><p>Senses darkvision 60 ft, passive perception 11</p><p>Languages Abyssal, though it rarely speaks</p><p>Challenge 8 (XP 3,900)</p><p></p><p>TRAITS</p><p>Enervating Grip. When a creature ends their turn grappled by the caller from the deeps, they take 13 (2d8+4) necrotic damage. The creature must make a DC 15 Constitution saving throw or their maximum hit points are reduced by this amount until they take a long rest. If their maximum hit points are reduced to 0 by this effect, the creature dies.</p><p>Light Siphon. All bright light, even magical light, within 60 feet of the caller from the deeps is reduced to dim light.</p><p></p><p>ACTIONS</p><p>Multiattack. The caller from the deeps makes 2 tentacle attacks, regardless of how many creatures it has grappled.</p><p>Tentacle. Melee weapon attack. Attack: +7 hit, reach 15-ft, one target. Hit: 13 (2d8+4) bludgeoning damage, and the caller from the deeps attempt to grapple the target - Strength vs. Strength (Athletics) or Dexterity (Acrobatics).</p><p>Call of the Sea (recharge 5-6). Up to three creature within 10 feet of each other and within 60 feet of the caller from darkess hear a distant song that installs in them a longing for the sea. The creature(s) must make a DC 13 Wisdom saving throw or on its turn attempts to move its speed toward the nearest stretch of ocean and immerse itself. If the creature(s) enters the water on its turn, it proceeds to swim down into the depths for 1 minute. If the creature(s) is prevented from entering the water on its turn, the enchantment is broken.</p><p></p><p><img src="http://media.tumblr.com/ebf37f3a5488e2dc76d24adb02e1b54f/tumblr_inline_mqc159adF81qz4rgp.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6436726, member: 20323"] [color=DarkOrange][size=4]Blemmyae[/size][/color] [i]Medium natural humanoid, neutral[/i] AC 12 HP 32 (5d8+10) Speed 30 ft, climb 20 ft Str 18 (+4) Dex 14 (+2) Con 14 (+2) Int 10 (+0) Wis 12 (+1) Cha 8 (-1) Senses passive perception 11, darkvision 60 ft Languages Blemmyae speak no language but utilize grunts and body language only they understand Challenge 1/2 (XP 100) TRAITS Cleave. Once per round, when the blemmyae drops a creature to 0 hit points, it gets a bonus action to make another great club attack against a different target. ACTIONS Greatclub. Melee weapon attack. Attack: +6 hit, reach 5-ft, one target. Hit: 8 (1d8+4) bludgeoning damage. Scream of Rage. Once per minute, a blemmyae can produce a horrendous resonating scream, and all non-blemmyae within 60 feet must make a DC 12 Wisdom save or become frightened for 1 minute. Additionally, a creature already frightened by a blemmyae's scream who is targetd again must make a DC 12 Constitution save or become deafened for 1 minute. [img]http://ogimages.bl.uk/images/011/011COTTIBB00005U00082000[SVC1].jpg[/img] Blemmyae are a race of wild headless beings living at the fringes of the world. Though they communicate with themselves by strange howls, whoops, and gestures, their communication is wholly unintelligible to others. While "civilized" races consider them an abomination, the blemmyae likewise consider humanoids with heads a mistake by creation; while they don't always become hostile against such odd creatures, blemmyae are likely to shun them. [size=4][color=DarkOrange]Caller From The Deeps[/color][/size] [i]Huge elemental, neutral evil[/i] AC 12 (natural armor) HP 105 (10d12+40) Speed 0 ft, swim 50 ft Str 18 (+4) Dex 9 (-1) Con 19 (+4) Int 14 (+2) Wis 12 (+1) Cha 14 (+2) Damage Vulnerabilities radiant Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft, passive perception 11 Languages Abyssal, though it rarely speaks Challenge 8 (XP 3,900) TRAITS Enervating Grip. When a creature ends their turn grappled by the caller from the deeps, they take 13 (2d8+4) necrotic damage. The creature must make a DC 15 Constitution saving throw or their maximum hit points are reduced by this amount until they take a long rest. If their maximum hit points are reduced to 0 by this effect, the creature dies. Light Siphon. All bright light, even magical light, within 60 feet of the caller from the deeps is reduced to dim light. ACTIONS Multiattack. The caller from the deeps makes 2 tentacle attacks, regardless of how many creatures it has grappled. Tentacle. Melee weapon attack. Attack: +7 hit, reach 15-ft, one target. Hit: 13 (2d8+4) bludgeoning damage, and the caller from the deeps attempt to grapple the target - Strength vs. Strength (Athletics) or Dexterity (Acrobatics). Call of the Sea (recharge 5-6). Up to three creature within 10 feet of each other and within 60 feet of the caller from darkess hear a distant song that installs in them a longing for the sea. The creature(s) must make a DC 13 Wisdom saving throw or on its turn attempts to move its speed toward the nearest stretch of ocean and immerse itself. If the creature(s) enters the water on its turn, it proceeds to swim down into the depths for 1 minute. If the creature(s) is prevented from entering the water on its turn, the enchantment is broken. [img]http://media.tumblr.com/ebf37f3a5488e2dc76d24adb02e1b54f/tumblr_inline_mqc159adF81qz4rgp.jpg[/img] [/QUOTE]
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