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Dying light volatile monster state block first draft I would love to hear any suggestions on it. Also I apologize if the formatting is bad this is my first time making a homebrew monster.
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VOLATILE Medium undead (any race), chaotic evil.

Armor Class 18(natural armor) Hit Points 120 Speed 50 ft. Climbing speed: 40

Str 22 6 Dex 20 5 Con 18 4 Int 12 1 Wis 14 2 Cha 8-1

Saving Throws DEX 10, WIS 7, CON 9

Skills. Intimidation 4 Acrobatics 11 Stealth 11 Perception 7

Damage Resistances: blugining, piercing, and slashing from nonmagical attacks.

Damage immunities: poison, necrotic.

Condition immunities: poisoned.

Damage Vulnerabilities: radiant, fire.

Senses: Passive Perception 15, Darkvision 120 ft. Languages: none

Proficiency bonus 5

volatile weaknesses. The volatile has the following flaws

Sunlight Hypersensitivity. The volatile takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it is in a state of fear as it runs away in attempt to find a dark place to hide.

UV sensitivity. When the volatile is faced with direct UV light it coils back in pain as it takes 30 radiant damage and is incapacitated until it is out of the UV light.

Predatory senses. The volatile has advantage on Wisdom (Perception) checks that rely on hearing or smell. Additionally When the volatile isn't actively hunting it has blindsight out to a range of 10ft

Natural hunter. The volatile has advantage on attacks of opportunitie.

Call reinforcement. When a creature tries to escape the volatile after entering combat with it the volatile let's out a loud screech calling all other undead within 100ft of it to help in its pursuit.

Undead Fortitude. If damage reduces the volatile to 0 hit points it must make a Constitution saving throw with a DC of 5 the damage taken, unless the damage is radiant or from a critical hit. On a success, the volatile drops to 1 hit point instead.

Superior agility. When the volatile makes standing high jump or standing long jump it jumps a number of feet equal to its strength score. When the volatile makes a running long jump it jumps a number of feet equal to its walking speed.

ACTIONS

Multiattack. The volatile makes one lunging strike and two Vicious claw attacks, or it makes 2 acidic spit attacks.

Vicious claws. Melee attack: 11 to hit, reach 5ft. Hit: (3d8 6) slashing damage. These claws score a critical on a 19-20

lunging strike (recharge 2-3). The volatile lunges forward at its target the creature must secsed a dc 17 Dexterity saving throw or be pushed back 20ft and knocked prone

Acidic spit. Ranged attack: 10 to hit, range 20ft. Hit: (3d6 5) acid damage.

Disorienting screech (recharge 4-5). The volatile let's out a loud screech, and all creatures within 10ft of it must secsed a Constitution saving throw or take 4d6 thunder damage and be Incapacitated until the start of their next turn.

Frightful Presence. Each creature of the volatile's choice that is within 60 feet of is and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the volatile's Frightful Presence for the next 24 hours.

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9 months ago