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Drowned Medium Undead Chaotic Evil Armor Class 14 Natural Armor Hit

Undead fortitude. if damage reduces the drowned one to 0 hit points, it must make a constitution saving throw with a dc of 5 the damage taken, unless the damage is radiant or from a critical hit. on a success. the drowned ascetic drops to 1 hit point instead. actions. multiattack. greatsword. melee weapon attack life draining tentacle. melee. On a success, the drowned master drops to 1 hit point instead. actions. multiattack. the drowned master makes two attacks: one with its greatsword and one with its life draining tentacle. hand crossbow. ranged weapon attack: 5 to hit, range 30 120 ft., one target. hit: 6 (1d6 3) piercing damage plus 3 (1d6) poison damage, and the target must.

Drowned ascetic medium undead, chaotic evil armor class 13 hit points 75 (10d8 30) speed 30 ft. str. drowned blade assaulting the hermitage in tammeraut’s fate, this barnacle encrusted undead warrior fights with surprising cunning. starfish cling to its wispy beard, and its evil rage is visible in. Drowned medium undead, chaotic evil armor class 14 (natural armor) hit points 150 (20d8 60) speed 30 ft., swim 30 ft. str 21, dex 13, con 16, int 9, wis 10, cha 12 damage immunities poison condition immunities charmed, exhaustion, frightened, poisoned senses passive perception 10 languages abyssal, common challenge 7 (2900 xp) drowning aura. This horrid monster was created after a tragic crash killed him and his family. he rides through the city at night, causing panic in the streets. the cursed coachman can order the nightmare that pulls the coach to follow his commands. caught in trap. if a non evil creature gets inside the coach they might never get out. Otherwise, at the end of its turn, roll 1d10: on a 1 2, it dies; on a 5 , it regains that many hit points and stands back up (scum only) but only if within 30 feet of a living drowned one. actions. lunging strike. melee weapon attack: 4 to hit, reach 10ft., one target. hit: 7 (2d4 2) piercing damage and move 5 ft. towards target.

This horrid monster was created after a tragic crash killed him and his family. he rides through the city at night, causing panic in the streets. the cursed coachman can order the nightmare that pulls the coach to follow his commands. caught in trap. if a non evil creature gets inside the coach they might never get out. Otherwise, at the end of its turn, roll 1d10: on a 1 2, it dies; on a 5 , it regains that many hit points and stands back up (scum only) but only if within 30 feet of a living drowned one. actions. lunging strike. melee weapon attack: 4 to hit, reach 10ft., one target. hit: 7 (2d4 2) piercing damage and move 5 ft. towards target. The drowned blade shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation. undead fortitude. if damage reduces the drowned blade to 0 hit points, it must make a constitution saving throw with a dc of 5 the damage taken, unless the damage. Undead fortitude. if damage reduces the drowned assassin to 0 hit points, it must make a constitution saving throw with a dc of 5 the damage taken, unless the damage is radiant or from a critical hit. on a success, the drowned assassin drops to 1 hit point instead.

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