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<blockquote data-quote="Cleon" data-source="post: 8862540" data-attributes="member: 57383"><p><strong><span style="font-size: 26px">Troglo-wight</span></strong></p><p><span style="color: blue"><em>Medium undead, chaotic evil</em></span></p><p><span style="color: blue"><strong>Armor Class</strong> 14 (natural armor)</span></p><p><span style="color: blue"><strong>Hit Points</strong> 60 (8d8 + 24)</span></p><p><span style="color: blue"><strong>Speed</strong> 30 ft.</span></p><p></p><table style='width: 100%'><tr><th><span style="color: blue"><p style="text-align: center">STR</p> </span></th><th><span style="color: blue"><p style="text-align: center">DEX</p> </span></th><th><span style="color: blue"><p style="text-align: center">CON</p> </span></th><th><span style="color: blue"><p style="text-align: center">INT</p> </span></th><th><span style="color: blue"><p style="text-align: center">WIS</p> </span></th><th><span style="color: blue"><p style="text-align: center">CHA</p> </span></th></tr><tr><td><span style="color: blue"><p style="text-align: center">17 (+3)</p> </span></td><td><span style="color: blue"><p style="text-align: center">14 (+2)</p> </span></td><td><span style="color: blue"><p style="text-align: center">17 (+3)</p> </span></td><td><span style="color: blue"><p style="text-align: center">6 (–2)</p> </span></td><td><span style="color: blue"><p style="text-align: center">11 (+0)</p> </span></td><td><span style="color: blue"><p style="text-align: center">12 (+1)</p> </span></td></tr></table><p></p><p><span style="color: blue"><strong>Skills</strong> Perception +2, Stealth +4</span></p><p><span style="color: blue"><strong>Damage Resistances</strong> necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered</span></p><p><span style="color: blue"><strong>Damage Immunities</strong> poison</span></p><p><span style="color: blue"><strong>Condition Immunities</strong> exhaustion, poisoned</span></p><p><span style="color: blue"><strong>Senses</strong> darkvision 60 ft., passive Perception 12</span></p><p><span style="color: blue"><strong>Languages</strong> Troglodyte</span></p><p><span style="color: blue"><strong>Challenge</strong> 4 (1,100 XP) <strong>Proficiency Bonus</strong> +2</span></p><p><span style="color: blue"></span></p><p><span style="color: blue"><em><strong>Chameleon Skin.</strong></em> The troglo-wight has advantage on Dexterity (Stealth) checks made to hide.</span></p><p><span style="color: blue"></span></p><p><span style="color: blue"><em><strong>Necrotic Stench.</strong></em> Any living creature that starts its turn within 5 feet of the troglo-wight must succeed on a DC 13 Constitution saving throw, or take 5 (2d4) necrotic damage and be poisoned until the start of the creature's next turn. On a successful saving throw, the creature cannot be poisoned by the stench of all troglodytes and troglo-wight for 1 hour. The creature can still take necrotic damage from a troglo-wight's necrotic stench during this hour, but only takes 2 (1d4) necrotic damage if they fail their saving throw.</span></p><p><span style="color: blue"></span></p><p><span style="color: blue"><em><strong>Sunlight Sensitivity.</strong></em> While in sunlight, the troglo-wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</span></p><p><span style="color: blue"></span></p><p><span style="color: blue"><span style="font-size: 22px">Actions</span></span></p><p><span style="color: blue"></span></p><p><span style="color: blue"><em><strong>Multiattack.</strong></em> The troglo-wight makes three attacks: one with its bite and two with its claws.</span></p><p><span style="color: blue"></span></p><p><span style="color: blue"><em><strong>Bite.</strong> Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d8 + 3) piercing damage plus 5 (1d10) necrotic damage. f the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer 1 level of exhaustion. This exhaustion remains until it is healed magically: a <em>lesser restoration</em> can remove one level of exhaustion from a victim with two or fewer levels, a <em>greater restoration</em> will remove three levels of exhaustion. The target dies if it suffers 6 levels or exhaustion.</span></p><p><span style="color: blue"> A humanoid slain by this attack rises 24 hours later as a zombie under the troglo-wight's control, unless the victim is restored to life or its body is destroyed. The troglo-wight can have no more than twelve zombies under its control at one time.</span></p><p><span style="color: blue"></span></p><p><span style="color: blue"><em><strong>Claw.</strong> Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d8 + 3) slashing damage plus 5 (1d10) necrotic damage.</span></p><p></p><p></p><p><span style="color: red"><strong><span style="font-size: 22px">Description</span></strong></span></p><p></p><p>Troglo-wights can be created when troglodytes are slain by an undead being of great power or in a locale blighted by great evil. Dark powers then granted their spirits corporeal undeath, leaving them to wreak havoc among the living. They appear as deathly pale troglodytes with dark eyes, which blaze with a white spark when living prey is attacked.</p><p> Possessing the (admittedly limited) intellect of their formerly living selves, troglo-wights have some capacity for planning and free will. This is usually overridden by their compulsion to serve the agents that made them.</p><p> <em><strong>Unearthly Cave Dwellers.</strong></em> Their subterranean origins allow troglo-wights more freedom than sun-fearing undead have above ground. They are less likely to be bound to a specific lair location</p><p></p><p>(Original monster designed by Casimir Liber and Cleon on the Creature Catalog Monster Homebrews forum)</p></blockquote><p></p>
[QUOTE="Cleon, post: 8862540, member: 57383"] [B][SIZE=7]Troglo-wight[/SIZE][/B] [COLOR=blue][I]Medium undead, chaotic evil[/I] [B]Armor Class[/B] 14 (natural armor) [B]Hit Points[/B] 60 (8d8 + 24) [B]Speed[/B] 30 ft.[/COLOR] [TABLE] [TR] [TH][COLOR=blue][CENTER]STR[/CENTER][/COLOR][/TH] [TH][COLOR=blue][CENTER]DEX[/CENTER][/COLOR][/TH] [TH][COLOR=blue][CENTER]CON[/CENTER][/COLOR][/TH] [TH][COLOR=blue][CENTER]INT[/CENTER][/COLOR][/TH] [TH][COLOR=blue][CENTER]WIS[/CENTER][/COLOR][/TH] [TH][COLOR=blue][CENTER]CHA[/CENTER][/COLOR][/TH] [/TR] [TR] [TD][COLOR=blue][CENTER]17 (+3)[/CENTER][/COLOR][/TD] [TD][COLOR=blue][CENTER]14 (+2)[/CENTER][/COLOR][/TD] [TD][COLOR=blue][CENTER]17 (+3)[/CENTER][/COLOR][/TD] [TD][COLOR=blue][CENTER]6 (–2)[/CENTER][/COLOR][/TD] [TD][COLOR=blue][CENTER]11 (+0)[/CENTER][/COLOR][/TD] [TD][COLOR=blue][CENTER]12 (+1)[/CENTER][/COLOR][/TD] [/TR] [/TABLE] [COLOR=blue][B]Skills[/B] Perception +2, Stealth +4 [B]Damage Resistances[/B] necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered [B]Damage Immunities[/B] poison [B]Condition Immunities[/B] exhaustion, poisoned [B]Senses[/B] darkvision 60 ft., passive Perception 12 [B]Languages[/B] Troglodyte [B]Challenge[/B] 4 (1,100 XP) [B]Proficiency Bonus[/B] +2 [I][B]Chameleon Skin.[/B][/I] The troglo-wight has advantage on Dexterity (Stealth) checks made to hide. [I][B]Necrotic Stench.[/B][/I] Any living creature that starts its turn within 5 feet of the troglo-wight must succeed on a DC 13 Constitution saving throw, or take 5 (2d4) necrotic damage and be poisoned until the start of the creature's next turn. On a successful saving throw, the creature cannot be poisoned by the stench of all troglodytes and troglo-wight for 1 hour. The creature can still take necrotic damage from a troglo-wight's necrotic stench during this hour, but only takes 2 (1d4) necrotic damage if they fail their saving throw. [I][B]Sunlight Sensitivity.[/B][/I] While in sunlight, the troglo-wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. [SIZE=6]Actions[/SIZE] [I][B]Multiattack.[/B][/I] The troglo-wight makes three attacks: one with its bite and two with its claws. [I][B]Bite.[/B] Melee Weapon Attack:[/I] +5 to hit, reach 5 ft., one target. [I]Hit:[/I] 7 (1d8 + 3) piercing damage plus 5 (1d10) necrotic damage. f the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer 1 level of exhaustion. This exhaustion remains until it is healed magically: a [I]lesser restoration[/I] can remove one level of exhaustion from a victim with two or fewer levels, a [I]greater restoration[/I] will remove three levels of exhaustion. The target dies if it suffers 6 levels or exhaustion. A humanoid slain by this attack rises 24 hours later as a zombie under the troglo-wight's control, unless the victim is restored to life or its body is destroyed. The troglo-wight can have no more than twelve zombies under its control at one time. [I][B]Claw.[/B] Melee Weapon Attack:[/I] +5 to hit, reach 5 ft., one target. [I]Hit:[/I] 7 (1d8 + 3) slashing damage plus 5 (1d10) necrotic damage.[/COLOR] [COLOR=red][B][SIZE=6]Description[/SIZE][/B][/COLOR] Troglo-wights can be created when troglodytes are slain by an undead being of great power or in a locale blighted by great evil. Dark powers then granted their spirits corporeal undeath, leaving them to wreak havoc among the living. They appear as deathly pale troglodytes with dark eyes, which blaze with a white spark when living prey is attacked. Possessing the (admittedly limited) intellect of their formerly living selves, troglo-wights have some capacity for planning and free will. This is usually overridden by their compulsion to serve the agents that made them. [I][B]Unearthly Cave Dwellers.[/B][/I] Their subterranean origins allow troglo-wights more freedom than sun-fearing undead have above ground. They are less likely to be bound to a specific lair location (Original monster designed by Casimir Liber and Cleon on the Creature Catalog Monster Homebrews forum) [/QUOTE]
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