Xhkarsh

Tome of Beasts (Third Party)

Tamaño
Grande
Tipo
aberration
Alineamiento
neutral malvado
CA
19 (natural and mystic armor)
Puntos de golpe
133 (14d10+56)
Velocidad
walk 50 ft., climb 30 ft.
Salvaciones
Cha +5
Habilidades
Insight +6, Perception +6, Stealth +8
Sentidos
darkvision 60 ft., tremorsense 120 ft.
Percepción pasiva
16
Idiomas
Common, Deep Speech, Undercommon
Desafío
8
FUE
17
+3
DES
21
+5
CON
18
+4
INT
15
+2
SAB
16
+3
CAR
15
+2

Acciones

Multiattack

The xhkarsh makes two claw attacks and two stinger attacks.

Claw

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Stinger

Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage, and the target must succeed on a DC 15 Charisma saving throw or have its fate corrupted.

A creature with corrupted fate has disadvantage on Charisma checks and Charisma saving throws, and it is immune to divination spells and to effects that sense emotions or read thoughts. The target's fate can be restored by a dispel evil and good spell or comparable magic.

Seize Strand

The xhkarsh targets one creature within 5 feet of it whose fate has been corrupted. The target creature must succeed on a DC 15 Charisma saving throw or a portion of the xhkarsh's consciousness inhabits its body. The target retains control of its body, but the xhkarsh can control its actions for 1 minute each day and can modify its memories as a bonus action (as if using the modify memory spell, DC 15). The target is unaware of the xhkarsh's presence, but can make a DC 18 Wisdom (Insight) check once every 24 hours to notice the presence of the xhkarsh. This effect lasts until the xhkarsh ends it or the target's fate is restored by a dispel evil and good spell or comparable magic. A creature becomes immune to this effect for 24 hours when it succeeds on the saving throw to resist the effect or after the effect ends on it for any reason. A single xhkarsh can seize up to four strands at the same time.

Invisibility

The xhkarsh turns invisible until it attacks or casts a spell, or until its concentration ends. Equipment the xhkarsh wears or carries becomes invisible with it.

Otros datos

description