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View Full Version : D&D 5e/Next Neverborn [Monster]



JNAProductions
2020-03-09, 12:02 AM
Neverborn
Large Fiend, Neutral Evil
Armor Class 20 (Ephemeral Form)
Hit Points 168 (16d10+80)
Speed 50'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


22 (+6)
18 (+4)
20 (+5)
18 (+4)
16 (+3)
22 (+6)


Skills Athletics +10, Perception +7
Damage Resistances Acid, Cold, Fire, Force, Lightning, Thunder
Damage Immunities Nonmagical Bludgeoning, Piercing, and Slashing; Necrotic, Poison
Condition Immunities Poisoned, Exhausted
Senses Truesight 10', Blindsight 60'
Languages
Challenge X
Tides Of The Ruinstorm
The Neverborn, while powerful, can exist only briefly in the world. They can subsist for a few hours physically, while not strained, but combat taxes their connection to reality, and quickly causes them to discorporate. A combat-ready Neverborn gains +2 to all saves, AC, attack rolls, and damage rolls for one round. This bonus drops by one each round, at the start of the Neverborn's turn, reaching zero at the start of their third turn. After that, they face an increasing penalty, -1 on the fourth round and increasing by one each round thereafter. When the penalty hits -5, the Neverborn dissipates into the aether, unable to hold physical form anymore.

Ephemeral Form
A Neverborn adds their Charisma modifier to their AC.

Magical Strikes
All the Neverborn's attacks count as magical.

Actions
Entangling Protoplasma
The Neverborn fires off a ball of protoplasmic aetherflesh, which explodes into a tangling web of sticky fiber. The Neverborn chooses a point within 120'. All creatures in a 15' radius around that point must make a DC 18 Dexterity save, becoming restrained by the webbing on a failed save. By replacing an attack on their turn, they may attempt a DC 18 Strength check to break free. They can also be cut free, requiring 20 points of damage to be dealt to the fibers. (The fibers have resistance to bludgeoning, cold, fire, force, and thunder damage, as well as immunity to poison and necrotic damage.)

Impaling Spike Melee Weapon Attack:
+10 to-hit, reach 15', one target. Hit: 1d12+6 piercing damage, and if the Neverborn wishes, they may force a DC 18 Strength save to avoid being impaled on a spike. If the save is failed, the target is restrained and suffers an additional 1d6 points of damage at the start of their turns as the spike grows within them. The target may attempt a DC 18 Constitution saving throw at the end of their turn to shake off the damage and restrainment.

Hail Of Spines Ranged Weapon Attack:
+8 to-hit, range 120', one target and up to four targets adjacent to the first. Hit: 1d12+4 piercing damage.

Flail Melee Weapon Attack:
+10 to-hit, reach 10', any amount of targets within reach. Hit: 1d6+6 bludgeoning damage, and the target is pushed back 15'.

Flesh Taint (Recharge 4-6) Ranged Spell Attack:
+10 to-hit, range 60', one target. Hit: The target takes 2d12 Necrotic damage as their flesh begins to warp. At the start of each of their turns, they must make a DC 18 Consitution save. On a failure, the Flesh Taint progresses by one step. On a success, it moves back a step. All effects besides damage are cumulative.
0) Flesh Taint is cured, and they suffer no more ill effects.
1) 1d12 Necrotic damage.
2) 1d12 Necrotic damage, and all move speeds are halved.
3) 2d12 Necrotic damage, and the target is restrained as their body is too twisted to move properly.
4) 3d12 Necrotic damage, and the target cannot benefit from healing.
5) The target dies, reduced to a gibbering ooze of flesh.

Mutliattack
The Neverborn makes up to four attacks from its actions or other attack actions. No more than one attack can be Entangling Protoplasma.

Bonus Actions
Ruinstorm Rupture
The Neverborn rips a rent in reality, forcing it to buckle. For the remainder of the turn, their bonus from Tides Of The Ruinstorm is doubled, but it decreases by one at the end of their turn.

Warp
The Neverborn teleports up to 120'.

Reactions
Twisting Tide
The Neverborn inflicts disadvantage on an attack made against it.