Narai Ancient: Difference between revisions

No edit summary
No edit summary
 
(One intermediate revision by one other user not shown)
Line 10: Line 10:
|+
|+
! colspan="6" |
! colspan="6" |
=== Name ===
=== Narai Ancient ===
|-
|-
| colspan="6" |''Monster Level:''
| colspan="6" |''Monster Level: 25''
|-
|-
| colspan="6" |''Size. Type''
| colspan="6" |''Titan. Eldritch Beast (Psionic)''
|-
|-
!'''STR'''
!'''STR'''
Line 23: Line 23:
!CHA
!CHA
|-
|-
!10
!0
!0
!0
!10
!0
!6
!0
!10
!0
!10
!0
|-
|-
|
|
!Ref: 10
!Ref: 10
!Fort: 10
!Fort: 20
!Ant: 10
!Ant: 16
!Log: 10
!Log: 20
!Will: 10
!Will: 20
|-
|-
| colspan="6" |
| colspan="6" |
|-
|-
| colspan="3" |
| colspan="3" |
| colspan="3" |'''Resist''' Info
| colspan="3" |
|-
|-
| colspan="3" |'''[[Armor]] Rating''' 10
| colspan="3" |'''[[Armor]] Rating''' 20
| colspan="3" |'''Vulnerable''' Info
| colspan="3" |'''Immune''' Psychic, Psionic, [[Arcane]], [[Occult]]
|-
|-
| colspan="3" |'''Hit Points''' 10
| colspan="3" |'''Hit Points''' 350
| colspan="3" |'''Immune''' Info
| colspan="3" |'''Vulnerable''' [[Primal]] 1, [[Divine]] 1 '''DT'''  20
|-
|-
| colspan="3" |'''Speed''' 30ft
| colspan="3" |'''Speed''' 0 ft, Swim 20 ft, Fly 20 ft
| colspan="3" |'''Senses''' Info
| colspan="3" |'''Traits''' Immutable, Unerring Mind
|-
|-
| colspan="3" |'''[[Skills]]''' Info
| colspan="3" |
| colspan="3" |'''Traits''' Info
| colspan="3" |
|-
|-
! colspan="6" |Features
! colspan="6" |Features
|-
|-
| colspan="6" |'''Feature.''' Info
| colspan="6" |'''Psionic Navigator.''' The Narai Ancient can cast the [[Telepathic Anchor]] invocation 1/Rest.
'''Adaptive Protector.''' The Narai Ancient can cast the [[Adapt]] invocation at will, applying its benefits to any creature that has lived on the Narai Ancient for at least 1 week instead of applying the benefits to itself.
 
'''Psionic City.''' The Narai Ancient can cast [[Assembly]] at will, but is limited to only assembling structures on its own bulbous head.
 
'''Psion.''' Using END, the Narai Ancient can cast the following [[Psionic Spells|psionic spells]] innately.
 
(At Will) [[Lesser Telekinesis]], [[Psychonavigation]]
 
(3/Day) [[Greater Telekinesis]]
 
(1/Day) [[Grand Telekinesis]], [[Mind Palace]], [[Mind Wipe]]
 
'''Electromagnetic Psychokinetic Field.''' No creature within 60 ft of the Narai Ancient can be Charmed or Enthralled.
 
'''Electric Body.''' When a creature hits the Narai with a melee attack, it must make a DC 20 END check. If it fails, the creature’s turn immediately ends.
 
'''Penetrating.''' The Narai crits on a roll of 19-20.
|-
|-
! colspan="6" |[[Actions]]
! colspan="6" |[[Actions]]
|-
|-
| colspan="6" |
| colspan="6" |
==== ''The MONSTER can take FOUR of the following actions, or take the same action '''four times.''''' ====
==== ''The Narai Ancient can take TWO of the following actions, or take the same action '''twice.''''' ====
|-
|-
| colspan="6" |'''Feature.''' Info
| colspan="6" |'''Move.''' The Narai Ancient can move up to its speed.
|-
'''Sting.''' ''Reach 100 ft Natural Weapon''. +0 vs AR. '''Hit''': 22 (4d10) lightning and the creature is Paralyzed until the end of its next turn.
| colspan="6" |
 
==== '''''OR''' the MONSTER can take '''TWO''' of the following actions, or take the same action '''twice...''''' ====
'''Spells.''' The Narai Ancient can cast one of its innate spells.
|-
| colspan="6" |'''Feature.''' Info
|-
| colspan="6" |
==== '''''...AND''' take '''ONE''' of the following actions.''====
|-
| colspan="6" |'''Feature.''' Info
|-
| colspan="6" |
==== ''OR the MONSTER can take TWO of the following actions, or take the same action twice.''====
|-
| colspan="6" |'''Feature.''' Info
|-
! colspan="6" |Reactions
|-
| colspan="6" |'''Feature.''' Info
|}
|}
=== Features ===
'''Features.''' Info
=== Actions ===
'''Features.''' Info
=== Reactions ===
'''Features.''' Info

Latest revision as of 16:44, 16 December 2024

[Back to creatures]


Narai are large amphibious creatures that can swim through both the sea and the air. They resemble jellyfish and glow in bioluminous shades of pastel. They are not capable of speech due to their physiology, but are highly intelligent creatures and look favorably upon peaceful coast-dwellers.

Narai Ancient

Some Narai grow to enormous size over their long lives. These Narai manifest powerful psionic abilities that allow them to construct small towns on their bulbous heads.

Narai Ancient

Monster Level: 25
Titan. Eldritch Beast (Psionic)
STR DEX END AWR INT CHA
10 0 10 6 10 10
Ref: 10 Fort: 20 Ant: 16 Log: 20 Will: 20
Armor Rating 20 Immune Psychic, Psionic, Arcane, Occult
Hit Points 350 Vulnerable Primal 1, Divine 1 DT 20
Speed 0 ft, Swim 20 ft, Fly 20 ft Traits Immutable, Unerring Mind
Features
Psionic Navigator. The Narai Ancient can cast the Telepathic Anchor invocation 1/Rest.

Adaptive Protector. The Narai Ancient can cast the Adapt invocation at will, applying its benefits to any creature that has lived on the Narai Ancient for at least 1 week instead of applying the benefits to itself.

Psionic City. The Narai Ancient can cast Assembly at will, but is limited to only assembling structures on its own bulbous head.

Psion. Using END, the Narai Ancient can cast the following psionic spells innately.

(At Will) Lesser Telekinesis, Psychonavigation

(3/Day) Greater Telekinesis

(1/Day) Grand Telekinesis, Mind Palace, Mind Wipe

Electromagnetic Psychokinetic Field. No creature within 60 ft of the Narai Ancient can be Charmed or Enthralled.

Electric Body. When a creature hits the Narai with a melee attack, it must make a DC 20 END check. If it fails, the creature’s turn immediately ends.

Penetrating. The Narai crits on a roll of 19-20.

Actions

The Narai Ancient can take TWO of the following actions, or take the same action twice.

Move. The Narai Ancient can move up to its speed.

Sting. Reach 100 ft Natural Weapon. +0 vs AR. Hit: 22 (4d10) lightning and the creature is Paralyzed until the end of its next turn.

Spells. The Narai Ancient can cast one of its innate spells.