sábado, 25 de agosto de 2018

Nyokakuba

Kahonua, warm earth-mother, fire of soul, great rich land, mistress of volcano.
May thy Holy Fetiches protect my tribe and evaporate evil.

-Prayer from the Moto Mapokeo Ya (Fire Lore), Book Twelve.

      The fourteen divine wyrms of Kahonua: magma for blood; scales of granite and dazzling corundum; head armoured in obsidian; metal-melting breath; but its greatest power is to give divine authority to the princes, so they may rule their respective kosinbian principalities. To each one a divine serpent is given, and the two remaining nyokakubas guard the holy city, Kahonuterasi. Following the latter's example, the capitals of each principality were built around a volcanic caldera that serves as a nest to the respective goddess' blessing. When a new prince takes over, the nyokakuba changes its skin. The old scales are then crushed into a dust to cover the new prince, making him capable of surviving any heat and physical contact with the wyrm that marks him in the way a crown marks foreign kings. However, only a small part of this dust is used; the rest stays under the prince's control, which he gives as a reward to the heroes and champions which benefit his principality.

Nyokakuba

Gargantuan celestial, neutral lawful

Armor Class 24 (natural armor)
Hit Points 615 (30d20 + 300)
Speed 50 ft., burrow 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
30 (+10) 16 (+3)   30 (+10) 12 (+1) 20 (+5) 20 (+5)

Saving Throws Str +17, Dex +10, Con +17, Wis +9, Cha +12
Skills Athletics +15, History +10, Insight +10, Intimidation +10, Perception +16, Persuasion +10, Religion +10, Stealth +8
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison, fire
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses tremorsense 180 ft., passive Perception 26
Languages Common, celestial, kosinbian*, ignan, terran.
Challenge 27

  • Heat Aura. A creature that touches the Nyokakuba or hits it with a melee attack while within 20 feet of it takes 16 (3d10) fire damage plus 11 (2d10) radiant damage.
  • Illumination. The Nyokakuba sheds bright light in a 60-foot radius and dim light in an additional 60 feet.
  • Legendary Resistance (3/Day). If the Nyokakuba fails a saving throw, it can choose to succeed instead. 
  • Magic Resistance. The Nyokakuba has advantage on saving throws against spells and other magical effects. 
  • Magic Weapons. The Nyokakuba's weapon attacks are magical. 
  • Innate Spellcasting. The Nyokakuba's innate spellcasting ability is Wisdom (spell save DC 17, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
    At will: detect magic, sacred flame, continual flame, heat metal, cure wounds, shield of faith, fireball.
    5/day: tongues, conjure elemental (fire elemental or earth elemental only), wall of fire, prayer of healing, dispel magic, protection from energy, revivify.
    3/day each: invisibility, plane shift, commune, flame strike, sending, stoneskin, teleportation circle, contact other plane, dream, beacon of hope.
    1/day each: greater restoration, mass cure wounds, true resurrection, earthquake, incendiary cloud, gate.  

ACTIONS

  1. Multiattack. It makes two attacks: one with its bite and one with its tail.
  2. Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 16 (3d10) fire damage plus 11 (2d10) radiant damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
  3. Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage plus 16 (3d10) fire damage plus 11 (2d10) radiant damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
  4. Pyroclastic burst (Recharge 5-6). Ranged Weapon Attack: +11 to hit, range 200/600 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage plus 16 (3d10) fire damage plus 11 (2d10) radiant damage in a 30-foot-radius sphere. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
  5. Constrict. Melee Weapon Attack: +18 to hit, reach 10 ft., one creature. Hit: 37 (5d10 +10) bludgeoning damage plus 16 (3d10) fire damage plus 11 (2d10) radiant damage, and the target is grappled (escape DC 20). Until this grapple ends, the creature is restrained, and the Nyokakuba can't constrict another target. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. 

LEGENDARY ACTIONS

The Nyokakuba can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Nyokakuba regains spent legendary actions at the start of its turn.
Tail Attack. The Nyokakuba makes a tail attack.
Constrict Attack (costs 2 actions). The Nyokakuba makes a constrict attack.
Volcano (costs 3 Actions). Magma erupts from a point on the ground the Nyokakuba can see within 180 feet of it, creating a 20-foot-high, 10-foot-radius geyser. Each creature in the geyser's area must make a DC 16 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save, or half as much damage on a successful one.


The nest of the nyokakuba in the principality of Danxome.

Where the holy serpent crawls, the soil becomes a flat trail of terracotta which 
serves as a road even if it isn't later paved with ceramics in the shape of scales.


*Swahili of real life.

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