39 lines
2.3 KiB
Markdown
39 lines
2.3 KiB
Markdown
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# Luck Leech
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*Medium* *Fey* *neutral evil*
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- **Armor Class:** 17 (studded leather)
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- **Hit Points:** 150 (20d8+60)
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- **Speed:** walk 30 ft.
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- **Challenge Rating:** 10 (5,900 XP)
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- **Source:** Tome of Beasts 2, page 241
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 14 (+2) | 21 (+5) | 16 (+3) | 17 (+3) | 14 (+2) | 19 (+4) |
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- **Saving Throws**: Dex +9, Wis +6
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- **Skills:** deception +8, perception +6, stealth +9
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- **Damage Immunities:** necrotic
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- **Condition Immunities:** frightened
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- **Senses:** darkvision 60 ft., passive Perception 16
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- **Languages:** Common, Sylvan, Umbral
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### Special Abilities
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- **Leech Luck:** If a creature within 60 feet of the luck leech rolls a 20 on an ability check, attack roll, or saving throw, the luck leech gains 1 luck point. It can't have more than 4 luck points at a time.
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- **Reserve of Fortune:** If the luck leech doesn't have 4 luck points at sunset, it gains 2 luck points. It can't have more than 4 luck points at a time. In addition, if the luck leech rolls a 1 on the d20 for an attack roll, ability check, or saving throw while it has at least 1 luck point, it can reroll the die and must use the new roll. This trait doesn't expend luck points.
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- **Turn Luck:** As a bonus action, the luck leech can spend 1 luck point to:
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* Gain advantage on its next attack or saving throw
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* Cast misty step
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* Increase the necrotic damage of its next successful biting arms attack by an extra 9 (2d8)
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* Force each creature that is concentrating on a spell within 60 feet of it to make a DC 16 Constitution saving throw, losing its concentration on the spell on a failure.
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### Actions
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- **Multiattack:** The luck leech makes two biting arm attacks.
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- **Biting Arms:** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 9 (2d8) necrotic damage.
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- **Feast of Fortune (Recharge 6):** Each creature the luck leech can see within 30 feet of it must make a DC 16 Charisma saving throw. On a failure, the creature takes 27 (6d8) psychic damage, becomes blinded until the end of its next turn, and is cursed with falling fortunes. On a success, a creature takes half the damage and isn't blinded or cursed. For each creature that fails this saving throw, the luck leech gains 1 luck point.
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