Using My Monsters

Wednesday, 11 February 2015

Necrophidius - CR 1 (Large Construct)

The Necrophidius is one of the creepier monsters about I think - although the art in the AD&D Fiend Folio definitely wasn't. Converted it tonight, and thought I would share.

Necrophidius
Large Construct (Neutral)
------------------------------------------------------------------------------------------------------------------
Armour Class: 15 (Natural Armour)
Hit Points
: 44 (8d10)
Speed 40'
-----------------------------------------------------------------------------------------------------------------
STR 12 (+1) DEX 16 (+3) CON 11 (+0) INT 10 (+0) WIS 12 (+1) CHA 3 (-4)
-----------------------------------------------------------------------------------------------------------------
Saving Throws: Dexterity +5
Skills: Stealth +5 (Unnatural Guardian)
Damage Resistances: Slashing, Piercing
Damage Immunities: Poison, Psychic
Damage Vulnerability: Bludgeoning
Condition Immunities: Charmed, Frightened, Unconscious; Immutable Form
Senses: Darkvision 60'; Passive Perception: 13 (Unnatural Guardian)
Language: Understands creator's language
Challenge: 1 (200 XP)
------------------------------------------------------------------------------------------------------------------

Immutable Form: The Necrophidius is immune to any effects that would change its shape or form.

Unnatural Guardian: The Necrophidius gains advantage on both Dexterity (Stealth) and Wisdom (Perception) checks.

-----------------------------------------------------------------------------------------------------------------
ACTIONS
Paralysing Bite: Melee weapon attack, Reach 10', +3 to hit, one target, Hit: 10 (2d8+1) piercing damage and target must make a D.C. 10 Wisdom saving throw of be paralysed for 10d4 minutes. At the end of each of their turns, the target may repeat the save to end the paralyses early. This effect is not a poison based one, but a magical one, meaning it can be ended with a successful Dispel Magic or similar.

Dance of Death: The Necrophidius rises up on its tail and begins to sway. All seeing creatures within a 30' radius must make a D.C. 13 Wisdom saving throw or become incapacitated and have their speed drop to 0, as if under the effects of a Hypnotic Pattern spell. They remain this way until the dance stops, or until the Necrophidius is destroyed. A character that takes damage whilst under the influence of this power may make another saving throw to break free.




No comments:

Post a Comment

What do you think? Let me know.