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Neogi

Neogi Hatchling CR: 1/8

Tiny aberration , lawful evil
Armor Class: 11
Hit Points: 7 (3d4) 3d4
Speed: 20 ft , climb: 20 ft

STR

3 -4

DEX

13 +1

CON

10 +0

INT

6 -2

WIS

10 +0

CHA

9 -1

Senses: darkvision 60 ft., passive Perception 10
Challenge Rating: 1/8

Mental Fortitude. The hatchling has advantage on saving throws against being charmed or frightened, and magic can't pitch the hatchling to sleep.   Spider Climb. The hatchling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Bite. Melee Weapon Attack: +3 1d20+3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) 1d4+1 piercing damage plus 7 (2d6) 2d6 poison damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Neogi CR: 3

Small aberration , lawful evil
Armor Class: 15 (natural armor)
Hit Points: 33 (6d6+12) 6d6+12
Speed: 30 ft , climb: 30 ft

STR

6 -2

DEX

16 +3

CON

14 +2

INT

13 +1

WIS

12 +1

CHA

15 +2

Skills: Intimidation +4 1d20+4 , Perception +3 1d20+3
Senses: darkvision 60 ft., passive Perception 13
Languages: Common, Deep Speech, Undercommon
Challenge Rating: 3

Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can't put the neogi to sleep.   Spider Climb. The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 

Actions

Multiattack. The Neogi makes two attacks: one with its bite and one with its claws.    Bite. Melee Weapon Attack: +5 1d20+5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) 1d6+3 piercing damage plus 14 (4d6) [rol:4d6] poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself of a success.   Claws. Melee Weapon Attack: +5 1d20+5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) 2d4+3 slashing damage.   Enslave (Recharges after a Short of Long Rest). The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neon's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success

Neogi Master CR: 4

Medium aberration , lawful evil
Armor Class: 15 (natural armor)
Hit Points: 71 (13d6+26) 13d6+26
Speed: 30 ft , climb: 30 ft

STR

6 -2

DEX

16 +3

CON

14 +2

INT

16 +3

WIS

12 +1

CHA

18 +4

Saving Throws: Wis +3 1d20+3 , Cha +4 1d20+4
Skills: Arcana +5 1d20+5 , Deception +6 1d20+6 , Intimidation +6 1d20+6 , Perception +3 1d20+3 , Persuasion +6 1d20+6
Senses: darkvision 120 ft. (penetrates magical darkness), passive Perception 13
Languages: Common, Deep Speech, Undercommon
Challenge Rating: 4

The neogi is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 1d20+6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:   1st-4th Level (2 4th level spell slots): Arms of Hadar, Counterspell, Dimension Door, Fear, Hold Person, Hunger of Hadar, Invisibility, Unseen Servant

At will: Cantrips: Eldritch Blast (range 300 ft., +4 1d20+4 bonus to each damage roll), Guidance, Mage Hand, Minor Illusion, Prestidigitation, Vicious Mockery


Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and the magic can't put the neogi to sleep.   Spider Climb. The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The neogi makes two attacks: one with its bite and one with its claws.   Bite. Melee Weapon Attack: +5 1d20+5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) 1d6+3 piercing damage plus 14 (4d6) 4d6 poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   Claws. Melee Weapon Attack: +5 1d20+5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) 2d4+3 piercing damage.   Enslave (Recharges after a Short or Long Rest). The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neon's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.


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