Nemesis of Mortals
Across the sea from Meletis, in the southernmost reaches of Theros, there is a strange and foreboding land, rarely visited except by the most brazen of traders- Inkhalah, a large chain of islands, ringed with underwater volcanic mountains. Travel to and from this place is dangerous, not only for the thick reefs and undersea mountains in the waters around it but for the diverse and dangerous monsters that live on the islands themselves.
Most of these creatures are serpentine in appearance, but with extra spines, eyes, and fangs that make them unnatural beasts. The people who live on the island, collecting its rare natural resources for trade, believe that the serpents are to be both feared and worshipped. Devout followers of Pharika, they attempt to curry her favor by training the serpents, all in preparation for one day taming the largest of them all.
Uncontrolled Force The largest of the snakes that live on Inkhala are said to be as long as a cyclops is tall, with fangs twice the length of a man's arm. The inhabitants of Inkhala believe that are manifestations of Pharika's divine power, and therefore have no name for them. The sailors that not only risk visiting Inkhala but setting foot onto their shores, call it a nemesis of mortals, after its aggressive and dangerous nature. Despite the Inkhalans insistence that the nemesis can be tame by showing enough devotion to Pharika, visiting Therosains believe differently.
Swallowed Whole Few depictions of the nemesis exist, and many of the stories about it are best taken with a grain of salt, coming from sailor's tales in dock-side taverns. But according to those who have seen them, a nemesis is like a giant pit viper, with a mouth full of teeth like a shark, and curved spines running the length of its coiled body.
According to the island's rare visitors, the nemesis makes its home in the sandy plains just past the Inkhalan shores. There the snakes live in large burrows just beneath the ground, close enough to the surface that their scales can pick up even the most minute vibrations. When the nemesis senses movement about, it bursts from the ground, mouth wide open, and immediately uses its poisonous fangs to try and subdue its prey.
Once it's killed one victim, it swallows the body whole, then moves on to anything else moving in its line sight. If there's no other food in sight, or the creatures around it have all been killed or managed to flee, it sinks back into the ground to wait for the next meal, willing to exercise incredible patience as it waits for another creature to approach.
Nemesis of Mortals
The largest of the snakes that live on Inkhala are said to be as long as a cyclops is tall, with fangs twice the length of a man's arm. The inhabitants of Inkhala believe that are manifestations of Pharika's divine power, and therefore have no name for them. The sailors that not only risk visiting Inkhala but setting foot onto their shores, call it a nemesis of mortals, after its aggressive and dangerous nature. Despite the Inkhalans insistence that the nemesis can be tame by showing enough devotion to Pharika, visiting Therosains believe differently.
Armor Class | 16 (natural armor) | ||
---|---|---|---|
Hit Points | 14d12+56 | ||
Speed | 35 ft. | Burrow 20 ft. | |
Strength | 18 (+4) | ||
Dexterity | 12 (+1) | ||
Constitution | 18 (+4) | ||
Intelligence | 2 (-4) | ||
Wisdom | 16 (+3) | ||
Charisma | 9 (-1) | ||
Skills | Perception d20+6 | ||
Condition Immunities | Prone | ||
Senses | Tremorsense 60 ft. | Passive Perception 16 | |
Languages | --- | ||
Challenge | 8 (3,900 XP) | ||
Special | Monstrosity | At the start of each of the nemesis's turns, | it took damage since the end to its last turn, |
roll a d10 . On a result of 9 or hight, | the nemesis becomes monstrous until the end of its next long rest. | If the nemesis reduced a creature to 0 hit points since the start of its last turn, | it has an advantage this roll. |
While monstrous, the nemesis gains a +5 bonus to attack and damage rolls | |||
Action 1 | Multiattack | The nemesis makes two attacks- one attack with its bite and one constrict attack. | It can't make both attacks against the same target |
Action 2 | Bite | Melee Weapon Attack | d20+7 to hit |
Reach 10 ft., one target | Hit 2d10+4 piercing damage | plus 2d6 poison damage, | and the target must succeed on a DC 15 Constitution saving throw |
or be poisoned for 1 minute. | A poisoned creature can repeat the saving throw at the start of each of its turns, | ending the condition on itself on a success | |
Action 3 | Constrict | Melee Weapon Attack | d20+9 to hit |
Reach 5 ft., one target | Hit 2d12+4 bludgeoning damage | plus 2d6 piercing damage | |
Reaction | Gorge | Whenever a creature within 10 feet of the nemesis is killed, | the nemesis can use its reaction to swallow the dead creature, |
gaining a cumulative +1 bonus to attack and damage rolls | until the end of its next turn |
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