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<blockquote data-quote="Quickleaf" data-source="post: 6437926" data-attributes="member: 20323"><p><span style="color: DarkOrange"><span style="font-size: 15px">Demon, Wastrilith</span></span></p><p><em>Large fiend (demon), chaotic evil</em></p><p>AC 18 (natural armor)</p><p>HP 208 (22d10+88)</p><p>Speed 20 ft, swim 40 ft</p><p>Str 20 (+5) Dex 18 (+4) Con 18 (+4) Int 14 (+2) Wis 14 (+2) Cha 18 (+4)</p><p>Skills Perception +7, Stealth +14</p><p>Damage Resistances lightning; bludgeoning, piercing, and slashing damage from nonmagical weapons</p><p>Damage Immunities cold, poison, pressure</p><p>Condition Immunities poisoned</p><p>Senses darkvision 120 ft, passive perception 17</p><p>Languages Abyssal, Aquan, telepathy 120 ft</p><p>Challenge 14 (XP 11,500)</p><p></p><p>TRAITS</p><p>Amphibious. The Wastrilith breathes water and air equally well.</p><p>Aura of the Abyss. The Wastrilith exudes an aura of cold, darkness, and crushing pressure within 90 feet. Bright light in its aura is reduced to dim light. Creatures ending their turn in the aura suffer 7 (2d6) cold damage and those unadapted to great depths suffer 7 (2d6) bludgeoning damage each round from crushing pressure. The Wastrilith may deactivate (or reactivate) its aura as a bonus action.</p><p>Elemental Pact. Water Elementals (including Callers from the Deeps and Water Weirds) will never attack the Wastrilith.</p><p>Innate Spellcasting. The Wastrilith innately cast spells as a 14th level caster, using Charisma as its Spellcasting ability (save DC 17, spell attack +9).</p><p>At-Will: control water, darkness</p><p>Reflective Carapace. When an attack that would deal lightning damage deals no damage the Wastrilith, the spell rebounds at the caster, who must re-roll the attack or saving throw as if he or she had target herself (and her companions, if an area effect).</p><p></p><p>ACTIONS</p><p>Multiattack. The Wastrilith makes a bite attack and 2 claw attacks,</p><p>Bite. Melee weapon attack. Attack: +10 hit, reach 5-ft, one target. Hit: 16 (2d10+5) piercing damage.</p><p>Claw. Melee weapon attack. Attack: +10 hit, reach 5-ft, one target. Hit: 11 (2d6+5) piercing damage.</p><p>Command Aquatic Creatures. All aquatic and amphibious beasts, as well as all Water Elementals, within 120 feet of the Wastrilith must make a DC 17 Wisdom saving throw or become charmed by the Wastrilith for 24 hours. At the end of this time it make attempt the save again.</p><p>Scalding Breath (recharge 5-6). The Wastrilith exhales boiling water in a 30-ft cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 49 (14d6) fire damage and pushed 10 feet on a failed save, or half as much damage and not being pushed on a successful one.</p><p></p><p></p><p></p><p><a href="http://smg.photobucket.com/user/Gorbash/media/Fantasy/untitled-33.png.html" target="_blank"><img src="http://img.photobucket.com/albums/v695/Gorbash/Fantasy/untitled-33.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></a></p><p></p><p>Foul self-styled princes of the deeps, wastriliths would much rather lord over other sea creatures than fulfill their duty as guardians of ancient gateways to the watery Abyss. A wastrilith is called upon when an Abyssal Lord needs a secret treasure guarded, when a wicked wizard of great might wishes to keep meddling creatures from his undersea fortress, or when sea hags complete an ancient ritual to bring doom to an island community. They often are surrounded by Callers from the Deeps (MM), Ixitxachitl (Cloakers (MM), Sahuagin (MM), Water Elementals (MM), Water Weirds (MM), and a host of giant aquatic beasts.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6437926, member: 20323"] [color=DarkOrange][size=4]Demon, Wastrilith[/size][/color][size=4][/size] [i]Large fiend (demon), chaotic evil[/i] AC 18 (natural armor) HP 208 (22d10+88) Speed 20 ft, swim 40 ft Str 20 (+5) Dex 18 (+4) Con 18 (+4) Int 14 (+2) Wis 14 (+2) Cha 18 (+4) Skills Perception +7, Stealth +14 Damage Resistances lightning; bludgeoning, piercing, and slashing damage from nonmagical weapons Damage Immunities cold, poison, pressure Condition Immunities poisoned Senses darkvision 120 ft, passive perception 17 Languages Abyssal, Aquan, telepathy 120 ft Challenge 14 (XP 11,500) TRAITS Amphibious. The Wastrilith breathes water and air equally well. Aura of the Abyss. The Wastrilith exudes an aura of cold, darkness, and crushing pressure within 90 feet. Bright light in its aura is reduced to dim light. Creatures ending their turn in the aura suffer 7 (2d6) cold damage and those unadapted to great depths suffer 7 (2d6) bludgeoning damage each round from crushing pressure. The Wastrilith may deactivate (or reactivate) its aura as a bonus action. Elemental Pact. Water Elementals (including Callers from the Deeps and Water Weirds) will never attack the Wastrilith. Innate Spellcasting. The Wastrilith innately cast spells as a 14th level caster, using Charisma as its Spellcasting ability (save DC 17, spell attack +9). At-Will: control water, darkness Reflective Carapace. When an attack that would deal lightning damage deals no damage the Wastrilith, the spell rebounds at the caster, who must re-roll the attack or saving throw as if he or she had target herself (and her companions, if an area effect). ACTIONS Multiattack. The Wastrilith makes a bite attack and 2 claw attacks, Bite. Melee weapon attack. Attack: +10 hit, reach 5-ft, one target. Hit: 16 (2d10+5) piercing damage. Claw. Melee weapon attack. Attack: +10 hit, reach 5-ft, one target. Hit: 11 (2d6+5) piercing damage. Command Aquatic Creatures. All aquatic and amphibious beasts, as well as all Water Elementals, within 120 feet of the Wastrilith must make a DC 17 Wisdom saving throw or become charmed by the Wastrilith for 24 hours. At the end of this time it make attempt the save again. Scalding Breath (recharge 5-6). The Wastrilith exhales boiling water in a 30-ft cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 49 (14d6) fire damage and pushed 10 feet on a failed save, or half as much damage and not being pushed on a successful one. [URL=http://smg.photobucket.com/user/Gorbash/media/Fantasy/untitled-33.png.html][IMG]http://img.photobucket.com/albums/v695/Gorbash/Fantasy/untitled-33.png[/IMG][/URL] Foul self-styled princes of the deeps, wastriliths would much rather lord over other sea creatures than fulfill their duty as guardians of ancient gateways to the watery Abyss. A wastrilith is called upon when an Abyssal Lord needs a secret treasure guarded, when a wicked wizard of great might wishes to keep meddling creatures from his undersea fortress, or when sea hags complete an ancient ritual to bring doom to an island community. They often are surrounded by Callers from the Deeps (MM), Ixitxachitl (Cloakers (MM), Sahuagin (MM), Water Elementals (MM), Water Weirds (MM), and a host of giant aquatic beasts. [/QUOTE]
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