domingo, 26 de agosto de 2018

Dark Crackle



      Under the dark depths of the sandstorm which scrapes the skin, arise flashes of a light which would blind anyone that could see more than ten meters ahead. A smell of ozone would be felt by those whose nostrils weren't clogged with dust. The beetles called Dark Crackles show how life appears where there is a chance. Exoskeletons strengthened with adamant that seem glazed due to being polished by sand, pectinated antennaes which absorb the static electricity produced by billions of grains, these slender animals use long wings to soar among the hot winds until they feel the electric field of a target for their lightning strikes. A single insect can kill a camel, a swarm electrifies elephants. Contrary to the popular superstitions among caravans, the storms of the arid khejali plateau aren't strong to rip meat from the bones. They just house the creatures capable of this. The nabâtu, desert elves, use the adamantine carapace to create armour resistant to electricity. The antennae can be used as wands or the tips of staffs which benefit electrical magics.


Dark Crackle

medium beast, unaligned

Armor Class 18
Hit Points 36 (6d8)
Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 11 (+0) 2 (-4) 12 (+1) 6 (-2)

Damage Immunities lightning
Senses blindsight 60 ft., passive Perception 11

Challenge 3 (700 xp)


  • Pack Tactics. The crackle has advantage on an attack roll against a creature if at least one of the crackle’s allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

  1. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.
  2. Lightning Burst. Ranged Spell Attack: +5 to hit, reach 60 ft., one creature. Hit: 14 (4d6) eletrical damage. 

Dark Crackle Swarm

huge swarm of medium beasts, unaligned

Armor Class 18
Hit Points 104 (16d12)
Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 11 (+0) 2 (-4) 16 (+3) 6 (-2)

Damage Resistances bludgeoning, piercing, slashing
Damage Immunities lightning
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses blindsight 60 ft., passive Perception 13

Challenge 12 (8,400 xp)


  • Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a medium insect. The swarm can't regain hit points or gain temporary hit points.

ACTIONS

  1. Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 22 (4d6 +8) piercing damage, or 11 (2d6 +4) piercing damage if the swarm has half of its hit points or fewer.
  2. Lightning Ray. The swarm shoots lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 56 (16d6) lightning damage on a failed save, or half as much damage on a successful one.

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