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JNAProductions
2019-05-06, 10:48 AM
Vlith
Medium Fiend, Neutral Evil
Armor Class 20 (Unholy Grace)
Hit Points 210 (15d8+90)
Speed Fly 20'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


10 (0)
18 (+4)
10 (0)
18 (+4)
18 (+4)
22 (+6)


Saving Throws Constitution +5
Skills Perception +9, Insight +9, Intimidate +11, Deception +16, Persuasion +11, Arcana +9, Religion +9
Damage Resistances Acid, Cold, Fire, Lightning, Thunder
Damage Immunities Necrotic, Bludgeoning, Piercing, and Slashing from non-magical or non-blessed weapons
Condition Immunities Exhaustion, Grappled, Petrified, Poisoned
Senses Blindsight 60', Passive Perception 19
Languages Common, Infernal, Abyssal, Many others
Challenge X
Soul Eating Any creature destroyed by a Vlith directly has their soul consumed, and cannot be raised from the dead without either killing the Vlith or bargaining for the soul back.

Telepathy A Vlith can communicate telepathically with any creature that it can perceive within 100', so long as the creature knows at least one language. (It does not have to be a shared language.)

Incorporeal Movement A Vlith may move through solid objects, though it takes 1d10 points of damage if it ends its turn inside one.

Unholy Grace A Vlith gains a bonus to AC equal to its Charisma modifier, and may use its Charisma modifier for any attacks it makes, for both hit and damage rolls.

Unholy Toughness A Vlith gains a bonus to HP per hit die equal to its Charisma modifier, and automatically gains maximum HP per hit die.

Imitate Alignment After every rest, a Vlith can choose to imitate an alignment. All magic and other divinations perceive the Vlith as being that alignment.

Darkfinger Three times per long rest, a Vlith may extend their reach up to 250'.

Detect Magic The Vlith is under a permanent Detect Magic effect, which does not require concentration.

Magic Resistance A Vlith has advantage on saves against spells.

Innate Spellcasting The Vlith may cast the following spells (Charisma-based, +11 to-hit, DC 19):

3/Long Rest: Dispel Magic, Inflict Wounds (from a 5th level slot, and with a range equal to their reach)
1/Long Rest: Animate Dead, Fear

Actions
Tentacle Melee Weapon Attack: +11 to-hit, reach 10', one target. Hit: 2d10+6 necrotic damage, and the target can be forced to make a DC 19 Charisma save. On a failed save, the Vlith leaves behind a small residue of its own unwholesome nature behind. A target so afflicted loses one hit die immediately, and cannot recover it until the fragment of Vlith is removed. In addition, while afflicted, it suffers a -1d4 penalty on all attack rolls targeting the Vlith, against all saves made against the Vlith's abilities, and the Vlith gains +1d4 to any saves that the afflicted target forces. Doing this, however, drains the Vlith-they immediately take 5 points of damage when they leave a fragment behind. They may reabsorb a fragment as a bonus action from a creature they can reach with their tentacles, regaining 5 HP and removing the fragment.

A fragment left behind lasts until the end of their next long rest, after which the subject can repeat the save. On a success, they remove the fragment; on a failure, it is permanent. Magic such as Remove Curse, Banishment, or Greater Restoration allow a new save, but do not automatically remove the fragment.

Vlith Pulse (Recharge 4-6) The Vlith expands itself to 15' in diameter, and makes a single tentacle attack against each person inside it.

Multiattack The Vlith may make up to three tentacle attacks.

Bonus Actions
Vlith Hop The Vlith teleports up to 1000'. This may be used up to twice per short rest. This is treated as the same ability as the reaction.

Undead Possession Once per long rest, a Vlith may possess a minor undead creature. (Failed attempts do not count against this limit.) It may target an undead of CR 1 or less within its reach, and the undead must make a DC 19 Charisma save. On a failure, the undead's mind is destroyed and it is possessed by the Vlith. While possessed, the undead is immune to any effects that would turn it or effects that would control specifically undead. If the Vlith manages to get a relatively fresh corpse (typically within one hour of death) then the body does not further decay and appears to be living to most examinations; in addition, the Vlith gains basic memories from the creature. The undead retains its own stats, controlled by the Vlith. The only active abilities the Vlith may use while in an undead body is Telepathy, Imitate Alignment, and its innate spellcasting.

The Vlith can leave the undead as a bonus action. When it leaves voluntarily, the undead has its Intelligence, Wisdom, and Charisma scores dropped to 1 and is under the control of the Vlith. The Vlith may control up to one dozen undead in this fashion-any further undead controlled in this manner cause the earliest to begin decaying rapidly, as the animating force leaves them. The Vlith may also repossess any undead it controls as a bonus action, without expending a use of Undead Possession.

If the undead is destroyed, the Vlith is incapacitated for one round, but otherwise unharmed.

Reactions
Vlith Hop When targeted by an attack or forced to make a save, the Vlith teleports up to 1000'. This may be used up to twice per short rest. This is treated as the same ability as the bonus action.

This awesome monster (http://www.giantitp.com/forums/showthread.php?586916-Vlith-Monster-PEACH&p=23890678#post23890678) made by kinem!

kinem
2019-05-06, 06:55 PM
JNAP: Nice. Interesting take on the mechanics.

I noticed that your monsters tend not to include flavor text, which is normally rather important. Here's the relevant text from the original:


A vlith appears as a shifting, shadowy, amorphous region about 5' in diameter which is somewhat darker at the center but is translucent; it resembles an incorporeal ooze. If slain, its form will dissipate. They are native to the Gray Waste, though they can be found on various planes. When a vlith is first encountered, it is almost always already possessing an undead creature.

Vliths do not eat, sleep, breathe, or age. They can live almost anywhere and in almost any environment. Though it is rare for a vlith to reproduce, it can do so by splitting into two of its kind, but not more than once in about 100-150 years and usually much longer than that. If the vlith had class levels, only one of the two new vliths inherits them. Vliths are territorial and usually shun the company of their own kind, although exceptions are possible.

Vliths sometimes are agents of some greater power. Most vliths spend a lot of time in possessed undead bodies (see below). They sometimes find it amusing to rule over mortals, in the body of a leader still thought to be alive, without revealing their true nature.