Akkursid are hateful magical creatures created when a creature dies slowly of a curse. They feed on magical energy, existing in constant horrific pain, and wishing to inflict that pain outwards into others. The only thing that relieves the pain for them is stealing others’ magic.
Hooks: • At lower levels, a single akkursid can be a potent foe, perhaps haunting a location with persistent spells. They might even be draining magical power from lighting or similar enhancements to a settlement. • Although akkursid are sometimes tragic creatures, they are very dangerous, and a nest of them making their way across the land should be very frightening, prompting several bounties and promises of reward. • Some kind of magical curse large enough to kill a town or city might spawn a large number of akkursid. Adventurers trying to explore a location like this will be in constant danger of attacks by magic-hungry monsters. AKKURSID Medium monstrosity, chaotic evil Armour Class 13 (natural armour) Hit Points 44 (8d8 + 8) Speed 20ft. Str 13 (+1; Dex 13 (+1); Con 12 (+1); Int 12 (+1); Wis 15 (+2); Cha 17 (+3) Proficiency bonus +2 Skills Arcana +3, Stealth +3 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks Condition Immunities charmed, paralyzed, poisoned, stunned Senses darkvision ft., passive Perception 12 Languages N/A Challenge 4 (1,100 XP) Magic-Drinker. The akkursid has advantage on saving throws against spells and other magical effects, and has resistance to damage from spells or other magical effects. ACTIONS Multiattack. The akkursid can make two claw attacks, and casts a curse bolt if it is able to. Claw. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 + 1) slashing damage. The akkursid can choose to grapple the opponent (escape DC 11) instead of dealing damage, it it wishes. Curse Bolt (recharge when the akkursid makes a successful saving throw against a spell or other magical effect). Ranged Spell Attack: +5 to hit, range 120ft., one target it can see. The target gains no benefit from cover against this attack. Hit: 13 (4d6) fire damage, 14 (4d6) lightning damage, and 14 (4d6) psychic damage. If this reduces the target to 0 hit points, it is disintegrated. Updated for 5e from an earlier post, on 23 February 2019. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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