Nagaji Malison Type 4

Nagaji Malison Type 4

Medium humanoid (shapechanger nagaji)
Challenge

STR
3
DEX
2
CON
1
INT
2
WIS
1
CHA
3

66
12d8+12
14
Fort
+1
Ref
+3
Will
+3
Damage immunities poison
Condition immunities poisoned

Speed 5 m.
Skills Athletics +4 (15), Brawn +4 (15), Deception +4 (15), Nimbleness +3 (14), Occult (cha) +4 (15), Stealth +3 (14), Brawn or Nimbleness +4 (15)
Senses darkvision 10 m.
Languages Abyssal, Common, Draconic

Chameleon Skin. The nagaji malison type 4 has advantage on Stealth checks made to avoid notice.

Magic Resistance. The nagaji malison type 4 has advantage on saving throws against spells and other magical effects.

Malison Type. The nagaji malison type 4 has one of the following types:

Type 1: Human body with snake head

Type 2: Human head and body with snakes for arms

Type 3: Human head and upper body with a serpentine lower body instead of legs

Type 4: Human form with one or more serpentine tails

Type 5: Human form covered in scales

Maneuvers. The nagaji malison type 4 uses maneuvers (maneuver save Difficulty 13). It has 6 stamina dice which are d8s, a dice limit of 1, 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: bloodletting blade, cripple, fan of knives, feint, hamstring, parry, slashing blades, spring attack, tear flesh

Shed Skin (1/long rest). Once on its turn, the nagaji malison type 4 can shed its skin to free itself from a grapple, shackles, or other restraints. If the nagaji malison type 4 spends 1 minute eating its shed skin, it regains health equal to half its maximum health.

Spellcasting (Nagaji form only). The nagaji malison type 4 uses Occult (cha) to cast spells (spell save Difficulty 13, +4 to hit with spell attacks). It can cast the following spells:

At will: animal friendship (snakes only)

1 mana: hypnotize

Actions (2)

Bite (Snake form only). Melee Weapon Attack: +4 to hit. Hit: 6 (1d6 + 3) piercing damage.

Scimitar (Nagaji form only). Melee Weapon Attack: +4 to hit. Hit: 6 (1d6 + 3) slashing damage.

Dagger (Nagaji form only). Melee or Ranged Weapon Attack: +4 to hit, reach 1 m. or range 3/10 m. Hit: 5 (1d4 + 3) piercing damage.

Longbow (Nagaji form only). Ranged Weapon Attack: +3 to hit, range 20/200 m. Hit: 6 (1d8 + 2) piercing damage.

Change Shape (1/turn). The nagaji malison type 4 can polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It doesn’t change form if it dies.

Acid Slime (1/turn). The nagaji malison type 4 can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the nagaji malison type 4 or hits it or misses it by 4 or less with a melee attack while within 1 meter of it takes 3 (1d6) acid damage.

Any nonmagical weapon made of metal or wood that hits the nagaji malison type 4 corrodes. After dealing damage, the weapon is corroded 1 until the end of the creature’s next turn. Nonmagical ammunition made of metal or wood that hits the nagaji malison type 4 is destroyed after dealing damage.

Snake Antipathy (Recharge 6). The nagaji malison type 4 targets a creature it can see within 10 meters of it. The target must succeed on a Wisdom saving throw or feel an intense urge to avoid snakes and snakelike creatures (including nagaji); as if affected by the antipathy spell. The save Difficulty is 13.

Desert, Forest, Swampmm

Maneuvers

As an action, make a melee weapon attack with a light or finesse weapon that deals piercing or slashing damage to cause the creature to 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.

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 you can make two ranged weapon attacks with a dagger, hatchet, sai, dart, or shuriken against two different targets.

Enhance

You can throw an additional weapon for each additional stamina die expended, but you can only attack each creature once.

As an action, make a melee weapon attack along with a deceptive or pretended blow, thrust, or other movement.

On a hit, add the stamina die to the attack’s damage and make a Deception check opposed by the creature’s passive Insight or the creature is flat-footed to you 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 increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack that deals slashing damage 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 a reaction, which you use when you are hit by a weapon attack that you can see, you can block the blow with a melee weapon you wield. Roll a d3 and add the result to your Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

As an action, you can use the Dash action. During your Dash, if you move within 1 meter of a creature, you can make a melee weapon attack against that creature. You can only attack one creature you pass.

Enhance

You can attack an additional creature you pass for each additional stamina die expended, but you can only attack each creature once.

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 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.

Spells

As an action, you can convince an animal within 5 meters that can see and hear you that you mean it no harm. The creature must make a Will saving throw. If the animal’s Intelligence is −3 or higher, the spell has no effect on it.

On a failure, it is charmed by you for the duration.

The spell ends if you or your allies attack, damage, or attempt to negatively effect the charmed creature in any way.

As an action, your soft words can magically enthrall a creature that you can touch or see within 5 meters of you. If the target can see or hear you, it must succeed on a Will saving throw or be charmed until the end of its next turn. The charmed creature is immobilized, it cannot speak, and the creature is incapacitated and visibly dazed.

The effect ends for the creature if you move more than 5 meters away from it, if it can neither see nor hear you, or if it takes damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 2 additional mana so the duration changes to 1 minute/mana, concentration and the creature is incapacitated for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.