Nabassu

Nabassu

Medium fiend (demon)
Challenge

STR
6
DEX
2
CON
5
INT
2
WIS
2
CHA
3

190
20d8+100
21
Soak
2
Fort
+9
Ref
+8
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 8 m., fly 10 m.
Skills Athletics +10 (21), Brawn +10 (21), Nimbleness +6 (17), Perception +6 (17), Brawn or Nimbleness +10 (21)
Senses darkvision 10 m.
Languages Abyssal, telepathy 20 m.

Demonic Shadows. The nabassu darkens the area around its body in a 2-meter radius. Nonmagical light can’t illuminate this area of dim light.

Devour Soul. The nabassu can eat the soul of a creature it has killed within the last hour, provided that creature is neither a construct nor an undead. The devouring requires the nabassu to be within 1 meter of the corpse for at least 10 minutes, after which it gains a number of Health Dice equal to half the creature’s number of Health Dice. Roll those dice, and increase the nabassu’s health by the numbers rolled. For every 4 Health Dice the nabassu gains in this way, its attacks deal an extra 3 (1d6) damage on a hit. The nabassu retains these benefits for 6 days. A creature devoured by the nabassu can be restored to life only by a miracle or wish spell.

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

Magic Weapons. The nabassu’s weapon attacks are magical.

Maneuvers. The nabassu uses maneuvers (maneuver save Difficulty 19). It has 29 stamina dice which are d8s, a dice limit of 5, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, cripple, dive attack, grapple, nimble, spring attack, stalking shadow, swipe, tear flesh

2 stamina dice: tear tendon

Actions (3)

Bite (1/turn). Melee Weapon Attack: +10 to hit. Hit: 32 (4d12 + 6) piercing damage.

Claws (1/turn). Melee Weapon Attack: +10 to hit. Hit: 17 (2d10 + 6) slashing damage.

Soul-Stealing Gaze (1/turn). The nabassu targets one creature it can see within 5 meters of it. If the target can see the nabassu and isn’t a construct or an undead, it must succeed on a Difficulty 16 Will saving throw or reduce its maximum health by 76 (17d8) and give the nabassu an equal amount of temporary health. This reduction lasts until the target finishes a long rest. The target dies if its maximum health is reduced to 0, and if the target is a humanoid, it immediately rises as a ghoul under the nabassu’s control.

Lower planes, Swamp, Underdark, Urbanmtof

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack to cripple the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action while flying, you can use the Dash action. If you move at least 3 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage and you don’t provoke opportunity attacks when you fly out of the creature’s reach.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As a reaction, which you use when an enemy moves within 1 meter of you, you can move up to half your speed without provoking opportunity attacks.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when an enemy within 5 meters moves away from you, you can move up to half your speed toward the creature’s position. This movement doesn’t provoke opportunity attacks.

As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.