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New Homebrew Monsters - Enforcers
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<blockquote data-quote="Stalker0" data-source="post: 8108707" data-attributes="member: 5889"><p><strong>World Soul: </strong>This enforcer's body was bound to an entire world, granting it unparalleled physical power. Feeding off the world's energy, a World Soul needs no nourishment, and never tires in its duty. The World Soul has a strength unrivaled, the strength of the world itself.</p><p></p><p>To fight a World Soul you must also fight the ground, for it erupts at the slightest command. Never tiring, they are relentless until they have met their goal.</p><p></p><p><strong>World Soul</strong></p><p><em>Medium Humanoid (Enforcer)</em></p><p></p><p><strong>Armor Class</strong> 20 (natural armor)</p><p><strong>Hit Points</strong> 200</p><p><strong>Speed</strong> 50 ft.</p><p></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>30 (+10)</td><td>20 (+5)</td><td>20 (+5)</td><td>15 (+2)</td><td>15 (+2)</td><td>15 (+2)</td></tr></table><p></p><p><strong>Skills</strong>: Athletics (*See World’s Strength), Acrobatics +10</p><p><strong>Saving Throws </strong>*See Physical Perfection</p><p><strong>Condition Immunities</strong> Prone, Exhaustion</p><p><strong>Senses</strong> Tremorsense 500 ft., passive perception 12</p><p><strong>Challenge</strong> 16 (Offensive CR 19, Defense CR 13)</p><p></p><p><strong>Battlemind</strong>: For every additional Enforcer in the encounter, the World Soul gains a legendary action, and its CR increases by 1.</p><p></p><p><strong>Physical Perfection</strong>: The World Soul automatically passes all strength, dexterity, and constitution saving throws. If there is an effect when these saves are passed, the World Soul does not suffer the effect.</p><p></p><p><strong>One with the World: </strong>The World Soul ignores difficult terrain.</p><p></p><p><strong>Unending Power: </strong>World Souls do not need to eat, drink, sleep, or breathe. When the World soul takes a long rest, if it is touching the ground, it need only rest for 1 minute to gain the benefit.</p><p></p><p><strong>Absolute Immobility</strong>: When the World Soul is touching the ground, unless it wishes, no effect can move it from its current position. This includes teleportation and banishment effects.</p><p></p><p><strong>World’s Might</strong>: The World Soul always has a result of 30 on any strength check, and can long jump up to 100 ft when using the dash action. World Souls add their constitution modifier to their unarmored AC and melee attacks (included in statistics).</p><p></p><p></p><p><strong><u>ACTIONS</u></strong></p><p><strong>Multiattack</strong>: The World Soul can make two attacks: Any combination of Seismic Strike and Grapple.</p><p></p><p><strong>Seismic Slam</strong>: <em>Melee Weapon Attack</em>: +15 to hit, reach 5 ft., one target. <em>Hit: </em>19 (1d8 + 15) bludgeoning damage and the target must succeed on a DC 19 Strength saving throw or be knocked prone</p><p></p><p><strong>Grapple</strong>: The World Soul begins a grapple with a target of any size within 5 ft.</p><p></p><p><strong>Erupt Earth: </strong>The World Soul chooses a 10 foot radius piece of ground within 120 ft. All creatures in the area must make a DC 19 Dexterity saving throw, take 19 (3d12) bludgeoning damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain.</p><p></p><p></p><p><strong><u>LEGENDARY ACTIONS (3)</u></strong></p><p><strong></strong></p><p><strong>Indomitable Grip: </strong>Make a Grapple or Seismic Slam attack</p><p></p><p><strong>Hammer Throw</strong>: One grappled creature is thrown 60 feet and knocked prone. If a thrown target strikes the ground or a solid surface, the target takes 21 (6d6) bludgeoning damage. If the target is thrown at another creature, the creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone.</p><p></p><p><strong>World Binding: </strong>A target within 300 ft must succeed on a DC 19 Strength saving throw or its flying speed (if any) is reduced to 0 feet for 1 minute. An airborne creature safely descends at 60 feet per round until it reaches the ground for until 1 minute.</p><p></p><p><strong>Earthquake</strong> (<strong>Cost: 3 Actions</strong>): The World Soul uses the Erupt Earth action, except the area is changed to a 100 ft radius around the World Soul.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8108707, member: 5889"] [B]World Soul: [/B]This enforcer's body was bound to an entire world, granting it unparalleled physical power. Feeding off the world's energy, a World Soul needs no nourishment, and never tires in its duty. The World Soul has a strength unrivaled, the strength of the world itself. To fight a World Soul you must also fight the ground, for it erupts at the slightest command. Never tiring, they are relentless until they have met their goal. [B]World Soul[/B] [I]Medium Humanoid (Enforcer)[/I] [B]Armor Class[/B] 20 (natural armor) [B]Hit Points[/B] 200 [B]Speed[/B] 50 ft. [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]30 (+10)[/TD] [TD]20 (+5)[/TD] [TD]20 (+5)[/TD] [TD]15 (+2)[/TD] [TD]15 (+2)[/TD] [TD]15 (+2)[/TD] [/TR] [/TABLE] [B]Skills[/B]: Athletics (*See World’s Strength), Acrobatics +10 [B]Saving Throws [/B]*See Physical Perfection [B]Condition Immunities[/B] Prone, Exhaustion [B]Senses[/B] Tremorsense 500 ft., passive perception 12 [B]Challenge[/B] 16 (Offensive CR 19, Defense CR 13) [B]Battlemind[/B]: For every additional Enforcer in the encounter, the World Soul gains a legendary action, and its CR increases by 1. [B]Physical Perfection[/B]: The World Soul automatically passes all strength, dexterity, and constitution saving throws. If there is an effect when these saves are passed, the World Soul does not suffer the effect. [B]One with the World: [/B]The World Soul ignores difficult terrain. [B]Unending Power: [/B]World Souls do not need to eat, drink, sleep, or breathe. When the World soul takes a long rest, if it is touching the ground, it need only rest for 1 minute to gain the benefit. [B]Absolute Immobility[/B]: When the World Soul is touching the ground, unless it wishes, no effect can move it from its current position. This includes teleportation and banishment effects. [B]World’s Might[/B]: The World Soul always has a result of 30 on any strength check, and can long jump up to 100 ft when using the dash action. World Souls add their constitution modifier to their unarmored AC and melee attacks (included in statistics). [B][U]ACTIONS[/U] Multiattack[/B]: The World Soul can make two attacks: Any combination of Seismic Strike and Grapple. [B]Seismic Slam[/B]: [I]Melee Weapon Attack[/I]: +15 to hit, reach 5 ft., one target. [I]Hit: [/I]19 (1d8 + 15) bludgeoning damage and the target must succeed on a DC 19 Strength saving throw or be knocked prone [B]Grapple[/B]: The World Soul begins a grapple with a target of any size within 5 ft. [B]Erupt Earth: [/B]The World Soul chooses a 10 foot radius piece of ground within 120 ft. All creatures in the area must make a DC 19 Dexterity saving throw, take 19 (3d12) bludgeoning damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain. [B][U]LEGENDARY ACTIONS (3)[/U] Indomitable Grip: [/B]Make a Grapple or Seismic Slam attack [B]Hammer Throw[/B]: One grappled creature is thrown 60 feet and knocked prone. If a thrown target strikes the ground or a solid surface, the target takes 21 (6d6) bludgeoning damage. If the target is thrown at another creature, the creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone. [B]World Binding: [/B]A target within 300 ft must succeed on a DC 19 Strength saving throw or its flying speed (if any) is reduced to 0 feet for 1 minute. An airborne creature safely descends at 60 feet per round until it reaches the ground for until 1 minute. [B]Earthquake[/B] ([B]Cost: 3 Actions[/B]): The World Soul uses the Erupt Earth action, except the area is changed to a 100 ft radius around the World Soul. [/QUOTE]
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