Kryx RPGThemesCreatures
Neothelid

Neothelid

Gargantuan aberration
Challenge
13

STR
8
DEX
−1
CON
5
INT
−4
WIS
3
CHA
1

325
21d20+105
20
Soak
3
Fort
+7
Ref
+5
Will
+7
Defense note natural armor

Speed 5 m.
Skills Insight +3 (14), Perception +3 (14), Psionics (Int) +1 (12)
Senses blindsight 20 m.

Creature Sense. The neothelid is aware of the presence of creatures within 2 kilometers of it that have an Intelligence of −4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.

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

Maneuvers. The neothelid uses maneuvers (maneuver save Difficulty 21). It has 18 stamina dice which are d8s, a dice limit of 4, 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: bonecrush, debilitating crush, disorient, knockback, rolling stone, spring attack

2 stamina dice: stone bones, tremoring strike

Spellcasting. The neothelid uses Psionics (Int) to cast spells (spell save Difficulty 9, +1 to hit with spell attacks). It has 6 mana, a mana limit of 2, 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:

At will: levitate

Cantrips (at will, 16th-level spellcaster): earthen hide, mold earth

1 mana: bones of the earth, confusion, telekinesis, tremor

2 mana: fissures, move earth, stoneskin

1/day: feeblemind

Actions (2)

Tentacles. Melee Weapon Attack: +13 to hit, reach 3 m. Hit: 17 (2d8 + 8) bludgeoning damage plus 9 (2d8) psychic damage. If the target is a Large or smaller creature, it must succeed on a Difficulty 21 Reflex saving throw or be swallowed by the neothelid. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neothelid, and it takes 35 (10d6) acid damage at the start of each of the neothelid’s turns.

While the neothelid isn’t incapacitated, it can regurgitate the creature at any time (no action required) in a space within 1 meter of it. The creature exits prone.

If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a Difficulty 18 Fortitude saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 2 meters of the neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 4 meters of movement, exiting prone.

Acid Breath (Costs 2 actions; Recharge 5–6). The neothelid exhales acid in a 10-meter cone. Each creature in that area must make a Difficulty 18 Reflex saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one.

Underdarkvgtm

Maneuvers

As an action, you can make a melee weapon attack that deals bludgeoning damage in an attempt to crush its skeletal structure. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

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 a melee weapon attack with a weapon that deals bludgeoning damage in an attempt to debilitate the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it only deals half damage until the end of its next turn.

Enhance

You can increase the damage for each additional stamina die expended. This augment also causes the creature to be debilitated for 1 minute/stamina die. At the end of each of its turns, a debilitated creature can repeat the saving throw, ending the effect on itself on a success.

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to disorient the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it can’t take reactions 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.

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.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.

As an action, you can make a weapon attack in an attempt to knock the creature back. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it up to 3 meters away from you.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As an action, you can use the Dash action. If you use a Brawn check to Overrun a creature during this movement and your check passes the creature’s passive Brawn and Acrobatics, it takes bludgeoning damage equal to the stamina die and is knocked prone. If you fail to Overrun by 4 or less, the creature takes half as much bludgeoning damage, but isn’t knocked prone.

Enhance

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

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

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

As a reaction, which you use when you are hit by a weapon attack and take bludgeoning, piercing, or slashing damage from it, you halve the attack’s damage against you.

As an action, you can make a melee weapon attack with a weapon that deals bludgeoning damage to cause a tremor to ripple out from the creature. Each creature on the ground other than you within 1 meter of the creature must make a Reflex saving throw.

On a failed save, a creature is knocked prone.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can add the stamina die as bludgeoning damage if the creature fails the saving throw for each additional stamina die expended.

  • You can expend 1 additional stamina dice to increase the area to within 2 meters of the creature.