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New Creature Critique - Dagonspawn
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<blockquote data-quote="LordEntrails" data-source="post: 6992798" data-attributes="member: 6804070"><p>Ok, next incantation. Fixed the speed and dex on the embryonic and changed the Abyssal Drain mechanic for the unconscious victims. Re-vamped the Newborn to make it more interesting and dangerous (i.e. the blindsight, darkness, fear and confusion).</p><p></p><p><strong><u>Dagonspawn, Embryonic</u></strong></p><p>Medium fiend (demon), chaotic evil</p><p>Armor Class 13 (natural armor)</p><p>Hit Points 50 (6d8 + 18)</p><p>Speed 0 ft.</p><p>STR DEX CON INT WIS CHA</p><p>15 1 16 12 12 10</p><p>Saving Throws Con +6, Wis +5</p><p>Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks</p><p>Damage Immunities poison</p><p>Condition Immunities blinded, charmed, frightened, poisoned, prone, restrained, and unconscious</p><p>Senses blindsense 90ft., passive Perception 11</p><p>Languages Abyssal</p><p>Challenge 3 (700 XP)</p><p><strong>Traits</strong></p><p>Hardened Shell</p><p>The cocoon (but not the Abyssal Tentacles) has resistance to bludgeoning, slashing and piercing damage from non-magical attacks and is immune to blinded, charmed, frightened, poisoned, prone, restrained, and unconscious conditions. </p><p>Abyssal Tentacles</p><p>The dagonspawn has 12 tentacles. Each tentacle has 2 hit points, AC 13. The dagonspawn can regenerate a destroyed tentacle the two turns after it is destroyed, if it chooses to. Regenerating a tentacle reduces the current hit points of the dagonspawn by 10 hit points. Damage done to a tentacle does not harm the dagonspawn.</p><p>Abyssal Drain</p><p>While being grappled by a tentacle a creature suffers 2 necrotic damage at the start of the dagonspawn's turn and the dagonspawn gains 2 hit points to the dagonspawn’s maximum hit points, unless the creature is at zero hit points when they suffer this effect. In that case, they take no necrotic damage and once per day they gain one level of exhaustion and the dagonspawn gains 2 hit points. Creatures that die from an abyssal drain cannot be resurrected or raised from the dead. A creature can suffer no more than one abyssal drain per turn.</p><p>Embryonic Form</p><p>The hit point maximum of an embryonic dagonspawn is determined by the hit points of the newborn dagonspawn it will become if it is hatched, 113 (15d8 + 45) hit points. The Abyssal Drain trait enables the dagonspawn to gain more hit points than it starts with, when the creature reaches its maximum hit points, it hatches and becomes a Newborn Dagonspawn.</p><p><strong>Actions</strong></p><p>Multiattack</p><p>The dagonspawn can make four tentacle slam attacks per turn.</p><p>Tentacle Slam </p><p>Melee weapon attack: +3 to hit, reach 20 ft., one target. Hit: 4 (1d4+2) bludgeoning damage and the target is grappled. On subsequent turns, a grappled creature is subject to an Abyssal Drain effect. A creature can use its action to make a DC15 grapple check to attempt to free itself from the tentacle.</p><p></p><p><strong><u>Dagonspawn, Newborn</u></strong></p><p>Medium fiend (demon), chaotic evil</p><p>Armor Class 13 (natural armor)</p><p>Hit Points 113 (15d8 + 45)</p><p>Speed 30 ft.</p><p>STR DEX CON INT WIS CHA</p><p>15 12 16 14 12 10</p><p>Saving Throws Con +6, Wis +5</p><p>Damage Resistances cold, fire, lightning</p><p>Damage Immunities poison</p><p>Condition Immunities poisoned</p><p>Senses blindsight 30ft., darkvision 120ft., passive Perception 11</p><p>Languages Abyssal</p><p>Challenge 3 (700 XP)</p><p><strong>Traits</strong></p><p>Magic Resistance </p><p>The dagonspawn has advantage on saving throws against spells and other magical effects.</p><p>Innate Spellcasting</p><p>The dagonspawn’s innate spellcasting ability is Intelligence (spell save DC 12). The dagonspawn can innately cast the following spells, requiring no material components: </p><p>At-will: darkness, dispel magic, fear</p><p>2/day each: confusion </p><p>1/day each: thunderwave</p><p><strong>Actions</strong></p><p>Multiattack</p><p>The dagonspawn can make two melee (claw) attacks.</p><p>Claw</p><p>Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 9 (2d8) poison damage.</p></blockquote><p></p>
[QUOTE="LordEntrails, post: 6992798, member: 6804070"] Ok, next incantation. Fixed the speed and dex on the embryonic and changed the Abyssal Drain mechanic for the unconscious victims. Re-vamped the Newborn to make it more interesting and dangerous (i.e. the blindsight, darkness, fear and confusion). [B][U]Dagonspawn, Embryonic[/U][/B] Medium fiend (demon), chaotic evil Armor Class 13 (natural armor) Hit Points 50 (6d8 + 18) Speed 0 ft. STR DEX CON INT WIS CHA 15 1 16 12 12 10 Saving Throws Con +6, Wis +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities blinded, charmed, frightened, poisoned, prone, restrained, and unconscious Senses blindsense 90ft., passive Perception 11 Languages Abyssal Challenge 3 (700 XP) [B]Traits[/B] Hardened Shell The cocoon (but not the Abyssal Tentacles) has resistance to bludgeoning, slashing and piercing damage from non-magical attacks and is immune to blinded, charmed, frightened, poisoned, prone, restrained, and unconscious conditions. Abyssal Tentacles The dagonspawn has 12 tentacles. Each tentacle has 2 hit points, AC 13. The dagonspawn can regenerate a destroyed tentacle the two turns after it is destroyed, if it chooses to. Regenerating a tentacle reduces the current hit points of the dagonspawn by 10 hit points. Damage done to a tentacle does not harm the dagonspawn. Abyssal Drain While being grappled by a tentacle a creature suffers 2 necrotic damage at the start of the dagonspawn's turn and the dagonspawn gains 2 hit points to the dagonspawn’s maximum hit points, unless the creature is at zero hit points when they suffer this effect. In that case, they take no necrotic damage and once per day they gain one level of exhaustion and the dagonspawn gains 2 hit points. Creatures that die from an abyssal drain cannot be resurrected or raised from the dead. A creature can suffer no more than one abyssal drain per turn. Embryonic Form The hit point maximum of an embryonic dagonspawn is determined by the hit points of the newborn dagonspawn it will become if it is hatched, 113 (15d8 + 45) hit points. The Abyssal Drain trait enables the dagonspawn to gain more hit points than it starts with, when the creature reaches its maximum hit points, it hatches and becomes a Newborn Dagonspawn. [B]Actions[/B] Multiattack The dagonspawn can make four tentacle slam attacks per turn. Tentacle Slam Melee weapon attack: +3 to hit, reach 20 ft., one target. Hit: 4 (1d4+2) bludgeoning damage and the target is grappled. On subsequent turns, a grappled creature is subject to an Abyssal Drain effect. A creature can use its action to make a DC15 grapple check to attempt to free itself from the tentacle. [B][U]Dagonspawn, Newborn[/U][/B] Medium fiend (demon), chaotic evil Armor Class 13 (natural armor) Hit Points 113 (15d8 + 45) Speed 30 ft. STR DEX CON INT WIS CHA 15 12 16 14 12 10 Saving Throws Con +6, Wis +5 Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses blindsight 30ft., darkvision 120ft., passive Perception 11 Languages Abyssal Challenge 3 (700 XP) [B]Traits[/B] Magic Resistance The dagonspawn has advantage on saving throws against spells and other magical effects. Innate Spellcasting The dagonspawn’s innate spellcasting ability is Intelligence (spell save DC 12). The dagonspawn can innately cast the following spells, requiring no material components: At-will: darkness, dispel magic, fear 2/day each: confusion 1/day each: thunderwave [B]Actions[/B] Multiattack The dagonspawn can make two melee (claw) attacks. Claw Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 9 (2d8) poison damage. [/QUOTE]
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