Kryx RPGThemesCreatures
Neogi Master

Neogi Master

Medium aberration
Challenge
4

STR
−2
DEX
3
CON
2
INT
3
WIS
1
CHA
4

71
11d8+22
17
Soak
1
Fort
+2
Ref
+1
Will
+5
Defense note natural armor

Speed 5 m., climb 5 m.
Skills Coercion +6 (17), Deception +6 (17), Insight +1 (12), Perception +3 (14), Persuasion +6 (17), Psionics +3 (14)
Senses darkvision 20 m. (penetrates magical darkness)
Languages Common, Aklo, Undercommon, telepathy 5 m.

Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can’t put the neogi to sleep.

Spellcasting. The neogi master uses Psionics (Cha) to cast spells (spell save DC 14, +6 to hit with spell attacks). It has 4 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 5th-level spellcaster): charm, minor illusion, vicious mockery

1 mana: charm creature, command, darkness, fear, friends, hypnotize, instinctive charm, invisibility, teleport, unseen servant

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

Actions (2)

Bite (1/turn). Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Fortitude saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claws (1/turn). Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 8 (2d4 + 3) slashing damage.

Enslave (Recharges after a Short or Long Rest). The neogi targets one creature it can see within 5 meters of it. The target must succeed on a DC 14 Will saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 2 kilometers from the target. The charmed target obeys the neogi’s commands and can’t take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 2 kilometers. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Hill, Underdarkvgtm

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