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*Dungeons & Dragons
5e Spawn of Kyuss
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<blockquote data-quote="Flamestrike" data-source="post: 6703507" data-attributes="member: 6788736"><p>Im sticking with the original CR5 for my version. I want it to be scary.</p><p></p><p>Upped the AC, HD, proficieny bonus, HP, and damage with slam. Simplified the worm attack to a Con save (it was too finicky as written), and shortened the time to death, while including a debuff, but lowered the Medicine DC to remove to 15 (20 was waaaay too high for 5e). Made it immune to necrotic, gave it the single attack (to avoid multiple worm infestations).</p><p></p><p>Spawn of Kyuss</p><p>Medium undead, chaotic evil</p><p>Armor Class 15 (natural armor)</p><p>Hit Points 84 (13d8 + 26)</p><p>Speed 30 ft.</p><p>STR DEX CON INT WIS CHA</p><p>18 (+4) 9 (-1) 14 (+2) 6 (-2) 11 (+0) 15 (+2)</p><p>Saving Throws Con +6, Wis +4</p><p>Skills Perception +4, Stealth +3</p><p>Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons</p><p>Damage Immunities poison, necrotic</p><p>Condition Immunities charmed, frightened, paralyzed, poisoned, stunned</p><p>Senses Darkvision 60 ft., passive Perception 13</p><p>Languages Common</p><p>Challenge 5 (1800 XP)</p><p></p><p>Regeneration. The spawn regains 10 hit points at the start of its turn if it has at least 1 hit point. If the spawn takes radiant damage, this trait doesn’t function at the start of the spawn’s next turn.</p><p></p><p>Turn Resistance. The spawn has advantage on saving throws against any effect that turns undead.</p><p></p><p>Curative Transformation. Remove curse or remove disease or more powerful effects that duplicate these effects remove the spawn's Regeneration, Turn Resistance, Horrific Appearance, Create Spawn, Kyuss Worm, and all resistances and immunities except for poison and poisoned.</p><p></p><p>Create Spawn. If a spawn hits a living creature with a Slam attack or Kyuss Worm attack, it transfers a Kyuss Worm to the creature. The creature must make a DC 14 Con save. On a failure the creature gains the poisoned condition as the worm burrows into the flesh of its target, making its way toward the brain. This causes 1 point of necrotic damage at the start of the creatures turn until it reaches the brain 1d4+1 rounds later. When inside a victim, the worm can be destroyed by remove curse or remove disease (or spells that duplicate these effects); dispel evil or neutralize poison delays its progress for 10d6 minutes. These spells affect multiple worms within the same victim. Worms cannot survive outside of a host for more than 1 round. A DC 15 Wisdom (Medicine) check extracts the worm and kills it.</p><p></p><p>Once the worm reaches the victim’s brain, it reduces the targets HP to zero. A creature infected with a Kyuss worm automatically fails death saving throws. If the host dies it rises as a spawn of Kyuss 1d6+4 rounds later. Small, Medium, and Large creatures become spawn as described above; smaller creatures quickly putrefy rather than becoming spawn; larger creatures become normal zombies. Spawn (and spawned zombies) are not under the control of their parent but usually follow after whatever spawn created them.</p><p></p><p>Any creature that touches a spawn with an unarmed strike or other natural weapon is immediately attacked by a worm and must make the same saving throw.</p><p></p><p>Actions</p><p></p><p>Multiattack: The spawn uses its Horrifying Appearance and then makes one attack: either a Slam attack or a Kyuss Worm attack.</p><p></p><p>Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a living creature, a Kyuss worm is transferred to the creature.</p><p></p><p>Kyuss Worm. Ranged Weapon Attack: +8 to hit, range 30 ft, one target. Hit: A Kyuss worm is transferred to the target.</p><p></p><p>Horrifying Appearance. Each non-undead creature within 40 feet of the spawn that can see it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this spawn's Horrifying Visage for the next 24 hours.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6703507, member: 6788736"] Im sticking with the original CR5 for my version. I want it to be scary. Upped the AC, HD, proficieny bonus, HP, and damage with slam. Simplified the worm attack to a Con save (it was too finicky as written), and shortened the time to death, while including a debuff, but lowered the Medicine DC to remove to 15 (20 was waaaay too high for 5e). Made it immune to necrotic, gave it the single attack (to avoid multiple worm infestations). Spawn of Kyuss Medium undead, chaotic evil Armor Class 15 (natural armor) Hit Points 84 (13d8 + 26) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 9 (-1) 14 (+2) 6 (-2) 11 (+0) 15 (+2) Saving Throws Con +6, Wis +4 Skills Perception +4, Stealth +3 Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison, necrotic Condition Immunities charmed, frightened, paralyzed, poisoned, stunned Senses Darkvision 60 ft., passive Perception 13 Languages Common Challenge 5 (1800 XP) Regeneration. The spawn regains 10 hit points at the start of its turn if it has at least 1 hit point. If the spawn takes radiant damage, this trait doesn’t function at the start of the spawn’s next turn. Turn Resistance. The spawn has advantage on saving throws against any effect that turns undead. Curative Transformation. Remove curse or remove disease or more powerful effects that duplicate these effects remove the spawn's Regeneration, Turn Resistance, Horrific Appearance, Create Spawn, Kyuss Worm, and all resistances and immunities except for poison and poisoned. Create Spawn. If a spawn hits a living creature with a Slam attack or Kyuss Worm attack, it transfers a Kyuss Worm to the creature. The creature must make a DC 14 Con save. On a failure the creature gains the poisoned condition as the worm burrows into the flesh of its target, making its way toward the brain. This causes 1 point of necrotic damage at the start of the creatures turn until it reaches the brain 1d4+1 rounds later. When inside a victim, the worm can be destroyed by remove curse or remove disease (or spells that duplicate these effects); dispel evil or neutralize poison delays its progress for 10d6 minutes. These spells affect multiple worms within the same victim. Worms cannot survive outside of a host for more than 1 round. A DC 15 Wisdom (Medicine) check extracts the worm and kills it. Once the worm reaches the victim’s brain, it reduces the targets HP to zero. A creature infected with a Kyuss worm automatically fails death saving throws. If the host dies it rises as a spawn of Kyuss 1d6+4 rounds later. Small, Medium, and Large creatures become spawn as described above; smaller creatures quickly putrefy rather than becoming spawn; larger creatures become normal zombies. Spawn (and spawned zombies) are not under the control of their parent but usually follow after whatever spawn created them. Any creature that touches a spawn with an unarmed strike or other natural weapon is immediately attacked by a worm and must make the same saving throw. Actions Multiattack: The spawn uses its Horrifying Appearance and then makes one attack: either a Slam attack or a Kyuss Worm attack. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a living creature, a Kyuss worm is transferred to the creature. Kyuss Worm. Ranged Weapon Attack: +8 to hit, range 30 ft, one target. Hit: A Kyuss worm is transferred to the target. Horrifying Appearance. Each non-undead creature within 40 feet of the spawn that can see it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this spawn's Horrifying Visage for the next 24 hours. [/QUOTE]
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