quinta-feira, 30 de agosto de 2018

Capelobo



  https://upload.wikimedia.org/wikipedia/commons/7/77/Protective_costume.jpg 
















      This nefilim likes to suck brains. It uses its claws to open the skull and drain its insides with a snout akin to an anteater's, but with a long and sharp tongue, hollow like the proboscis of a mosquito. The creature acquires the memories and magical powers of whom it feeds on, making it so some capelobos can use magic and even invoke people like an arcane user invokes monsters. Other characteristics are: a humanoid and furry body; feet shaped as bottle bottoms that make it hard to follow its trail; strong and terrorizing screams; prome to devouring puppies and kittens; may disguise themselves as a plague doctor.

 

Capelobo

Medium monstrosity (nefilim), chaotic evil

Armor Class 16 (natural armor)
Hit Points 113 (15d8 + 45)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 19 (+4) 17 (+3)   6 (-2)

Skills Perception +7, Stealth +6
Senses darkvision 60 ft., passive Perception 17
Languages Common and any language it acquires from its victims
Challenge 7

  • Shielded Mind. The capelobo is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. 
  • Detect Life. The capelobo can magically sense the presence of living creatures up to 10 kilometers away that aren’t undead or constructs. It knows the general direction they’re in but not their exact locations.
  • Magic Resistance. The capelobo has advantage on saving throws against spells and other magical effects.

ACTIONS

  1. Multiattack. The capelobo makes two attacks with its claws.
  2. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Strentgh saving throw or be restrained until this grapple ends.
  3. Trepanation. Melee Weapon Attack: +7 to hit, reach 5 ft., one restrained humanoid grappled by the capelobo. Hit: the target must succeed on a DC 14 Constitution saving throw or take 20 piercing damage, 10 if it passes on the test. The capelobo recovers an equal amount of hit points to the damage caused. If this damage reduces the target to 0 hit points, the capelobo kills the target by extracting and devouring its brain. A humanoid slain by this attack rises 48 hours later as a capelobo.
  4. Scream (1/day). The capelobo releases a horrifying scream. All other creatures within 40 ft. of it that can hear it must make a DC 14 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 14 (4d6) psychic damage.

Nenhum comentário:

Postar um comentário