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JNAProductions
2020-10-29, 06:16 PM
Again-Xihirli, Razier, AV, and Illven, stay out!

Xerth, Encarmine Monk
Medium Aberration, Lawful Evil
Armor Class 19 (Unarmored Defense)
Hit Points 182 (28d8+56)
Speed 50'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


12 (+1)
18 (+4)
14 (+2)
20 (+5)
14 (+3)
18 (+4)


Saving Throws Strength +5, Dexterity +8, Constitution +6, Intelligence +9, Wisdom +7, Charisma +8
Skills Arcana +9, Acrobatics +8, Deception +8, Insight +7, Perception +7, Persuasion +8, Stealth +8
Damage Resistances Psychic
Senses Darkvision 120'
Languages Common, Deep Speech, Undercommon, Telepathy 120'
Challenge 10
Magic Resistance
Xerth has advantage on saves against magic.

Unarmored Defense and Movement
Xerth may use 10+Intelligence modifier+Dexterity modifier as her AC while not wearing armor or using a shield. Additionally, she may run up walls and along liquids on her turn without falling.

Innate Spellcasting (Psionics)
Xerth may cast the following spells innately (save DC 17).
At-Will: Detect Thoughts, Levitate
1/Long Rest: Dominate Monster, Plane Shift (Self Only)

Actions
Unarmed Strike Melee Weapon Attack:
+8 to-hit, reach 5', one target. Hit: 1d10+4 bludgeoning damage and 1d10 psychic damage.

Tentacles Melee Weapon Attack:
+9 to-hit, reach 5', one target. Hit: 2d6+5 psychic damage and the target is grappled if they are Medium or smaller. Each turn the target starts while grappled, they must make a DC 17 Intelligence save or become stunned until the start of their next turn.

Mind Blast Recharge 5-6
All creatures in a 60' cone must make a DC 17 Intelligence save, taking 4d8+5 psychic damage on a failed save and becoming stunned for one minute. They may repeat the save at the end of each of their turns.

Extra Attack
Xerth makes two Unarmed Strikes or other attack actions.

Bonus Actions
Unarmed Strike
As above, so below.

Step Of The Wind
Xerth uses the Disengage or Dash actions.

Patient Defense 1/Short Rest
Xerth uses the Dodge action.

Reactions
Deflect Missiles
Xerth rolls 1d10+9 and reduces the damage from a ranged attack (weapon or spell) by that amount. if the damage is reduced to 0, she may then redirect the attack, using her Intelligence modifier and proficiency bonus to attack a target within 20'/60'.