Kryx RPGThemesCreatures
Chasme

Chasme

Large fiend (demon)
Challenge
6

STR
2
DEX
2
CON
1
INT
0
WIS
2
CHA
0

78
12d10+12
17
Soak
1
Fort
+1
Ref
+5
Will
+4
Defense note natural armor
Damage resistances cold, fire, lightning; bludgeoning, piercing, and slashing from attacks that aren’t cold iron
Damage immunities poison
Condition immunities poisoned

Speed 4 m., fly 10 m.
Skills Insight +2 (13), Perception +5 (16)
Senses blindsight 2 m., darkvision 20 m.
Languages Abyssal, telepathy 20 m.

Drone. The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn within 5 meters of the chasme must succeed on a Difficulty 12 Fortitude saving throw or fall unconscious for 10 minutes. A creature that can’t hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature uses an action to splash it with holy water. If a creature’s saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours.

Magic Resistance. The chasme has advantage on saving throws against spells and other magical effects.

Spider Climb. The chasme can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions (2)

Proboscis. Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 9 (2d6 + 2) piercing damage plus 14 (4d6) necrotic damage, and the target’s maximum health is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature’s maximum health to 0, the creature dies. This reduction to a creature’s maximum health lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration.

Variant: Summon Demon (1/long rest). The demon chooses what to summon and attempts a magical summoning.

A chasme has a 30 percent chance of summoning one chasme.

A summoned demon appears in an unoccupied space within 10 meters of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it on its turn (no action required).

mm

No concoctions, maneuvers, or spells

All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.