Kryx RPGThemes
Yuan-ti Broodguard

Yuan-ti Broodguard

Medium beast (yuan ti)
Challenge
2

STR
2
DEX
2
CON
2
INT
−2
WIS
0
CHA
−3

45
7d8+14
16
Soak
1
Fort
+2
Ref
+3
Will
+0
Defense note natural armor
Damage immunities poison
Condition immunities poisoned

Speed 5 m.
Skills Brawn +3 (14), Insight +0 (11), Perception +1 (12)
Senses darkvision 10 m.
Languages Abyssal, Common, Draconic

Chameleon Skin. The yuan-ti broodguard has advantage on Stealth checks made to avoid notice.

Maneuvers. The yuan-ti broodguard uses maneuvers (maneuver save Difficulty 12). It has 5 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: ambush, cripple, distract, grapple, rampage, spring attack, swipe, tear flesh, trip

Mental Resistance. The yuan-ti broodguard has advantage on saving throws against being charmed, and magic can’t paralyze it.

Reckless. At the start of his turn, the yuan-ti broodguard can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of his next turn.

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

Actions (3)

Bite (1/turn). Melee Weapon Attack: +3 to hit. Hit: 6 (1d8 + 2) piercing damage.

Claws. Melee Weapon Attack: +3 to hit. Hit: 5 (1d6 + 2) slashing damage.

Desert, Forest, Underdarkvgtm

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 roll, 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 roll.

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, make a weapon attack to distract the creature, giving your allies an opening.

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 it is flat-footed to creatures other than 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 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 a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can move up to half your speed and make an attack roll against a creature.

On a hit, the creature takes damage equal to the stamina die, but no additional effects from hitting apply.

On a critical hit, add twice as much damage.

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

The damage type is the same as the weapon used.

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 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 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.

As an action, make a melee weapon attack and a Brawn check to Trip.

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.