High Republic Foes

by LLTSKryl

Search GM Binder Visit User Profile

Drengir

The Drengir were a plant-like species of sentient, amorphous carnivores who threatened to reap harvest across the Galactic Frontier. With twisted tentacles and a maw arrayed with teeth, the avaricious creatures shared a collective consciousness that could dominate and corrupt other minds, even that of the Jedi. Those defenders of light and life feared the Drengir for meat was their sole desire, and they spread a darkness so great it perturbed and swayed Jedi Knights into their own collective mind.


Drengir, Podling

Small plant, Chaotic Dark


  • Armor Class 12 (natural armor)
  • Hit Points 22 (4d6 + 8)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 8 (-1)

  • Saving Throws Str +4, Con +4
  • Skills Deception +3, Perception +2, Persuasion +1, Stealth +6
  • Damage Vulnerabilities fire
  • Damage Resistances lightning, necrotic
  • Damage Immunities poison
  • Condition Immunities deafened, poisoned, prone
  • Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 12
  • Languages Galactic Basic, telepathy 120 ft.
  • Challenge 1 (200 XP)

Plant Body. When the drengir is destroyed, if it's body is not disposed of with fire it regenerates to full health in 1d4 days.

Dark Shadow. Any creature other than a drengir that starts its turn within 5 feet of the drengir must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the dark shadow of all drengir for 1 hour.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) necrotic damage.


Drengir, Young

Medium plant, Chaotic Dark


  • Armor Class 14 (natural armor)
  • Hit Points 58 (9d8 + 18)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 8 (-1)

  • Saving Throws Str +4, Con +4
  • Skills Deception +3, Perception +2, Persuasion +1, Stealth +6
  • Damage Vulnerabilities fire
  • Damage Resistances lightning, necrotic
  • Damage Immunities poison
  • Condition Immunities deafened, poisoned, prone
  • Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 12
  • Languages Galactic Basic, telepathy 120 ft.
  • Challenge 4 (1,100 XP)

Regeneration. The drengir regains 5 hit points at the beginning of each of it's turns, unless it has taken fire damage since it's last turn.

    Whenever the drengir takes 30 or more damage in a single turn, at the end of its turn, it grows a second drengir from the body parts it lost, unless it has taken fire damage since it's last turn.

Plant Body. When the drengir is destroyed, if it's body is not disposed of with fire it regenerates to full health in 1d4 days.

Dark Shadow. Any creature other than a drengir that starts its turn within 5 feet of the drengir must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the dark shadow of all drengir for 1 hour.

Innate Forcecasting. The drengir can innately cast the following force powers (Save DC 14):

    At will: Mind Trick, Mind Trap, Coerce Mind

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) necrotic damage.

Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d10) necrotic damage plus 7 (2d6) poison damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned until the end of it's next turn.

Multiattack. The drengir can make two attacks: one with its bite and one with its tentacles.


Drengir, Adult

Large plant, Chaotic Dark


  • Armor Class 16 (natural armor)
  • Hit Points 127 (15d10 + 45)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 16 (+3) 14 (+2) 10 (+0) 8 (-1)

  • Saving Throws Str +6, Con +6
  • Skills Deception +5, Perception +3, Persuasion +2, Stealth +8
  • Damage Vulnerabilities fire
  • Damage Resistances lightning, necrotic
  • Damage Immunities poison
  • Condition Immunities deafened, poisoned, prone
  • Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 10
  • Languages Galactic Basic, telepathy 120 ft.
  • Challenge 8 (3,900 XP)

Regeneration. The drengir regains 15 hit points at the beginning of each of it's turns, unless it has taken fire damage since it's last turn.

    Whenever the drengir takes 60 or more damage in a single turn, at the end of its turn, it grows a second drengir from the body parts it lost, unless it has taken fire damage since it's last turn.

Plant Body. When the drengir is destroyed, if it's body is not disposed of with fire it regenerates to full health in 1d4 days.

Dark Shadow. Any creature other than a drengir that starts its turn within 5 feet of the drengir must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the dark shadow of all drengir for 1 hour.

Innate Forcecasting. The drengir can innately cast the following force powers (Save DC 16):

    At will: Mind Trick, Mind Trap, Coerce Mind

Actions

Horrifying Visage. Each creature within 60 feet of the drengir that can see it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the drengir’s Horrifying Visage for the next 24 hours.

Swallow. The drengir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the drengir, and it takes 21 (6d6) acid damage at the start of each of the drengir's turns.
    If the drengir takes 25 damage or more on a single turn from a creature inside it, the drengir must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the drengir. If the drengir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) necrotic damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the drengir can't bite another target.

Tentacles. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 5) necrotic damage plus 13 (2d6 + 6) poison damage. The target must succeed on a DC 16 Constitution saving throw or be poisoned until the end of it's next turn.

Multiattack. The drengir can make two attacks: one with its bite and one with its tentacles.


Drengir, Mature

Large plant, Chaotic Dark


  • Armor Class 17 (natural armor)
  • Hit Points 252 (24d10 + 120)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 20 (+5) 16 (+3) 12 (+1) 8 (-1)

  • Saving Throws Str +10, Con +11, Int +9, Cha +5
  • Skills Deception +8, Perception +6, Persuasion +5, Stealth +11
  • Damage Vulnerabilities fire
  • Damage Resistances lightning, necrotic
  • Damage Immunities poison
  • Condition Immunities deafened, frightened, poisoned, prone
  • Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 11
  • Languages Galactic Basic, telepathy 120 ft.
  • Challenge 17 (18,000 XP)

Regeneration. The drengir regains 25 hit points at the beginning of each of it's turns, unless it has taken fire damage since it's last turn.

    Whenever the drengir takes 125 or more damage in a single turn, at the end of its turn, it grows a second drengir from the body parts it lost, unless it has taken fire damage since it's last turn.

Plant Body. When the drengir is destroyed, if it's body is not disposed of with fire it regenerates to full health in 1d4 days.

Resistance. The drengir has advantage on saving throws against powers and other enhanced effects.

Innate Forcecasting. The drengir can innately cast the following force powers (Save DC 17):

    At will: Mind Trick, Mind Trap, Coerce Mind

    1/day: Dominate Monster

Dark Shadow. Any creature other than a drengir that starts its turn within 5 feet of the drengir must succeed on a DC 17 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the dark shadow of all drengir for 1 hour.

Actions

Horrifying Visage. Each creature within 60 feet of the drengir that can see it must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the drengir is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the drengir’s Horrifying Visage for the next 24 hours.

Swallow. The drengir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the drengir, and it takes 42 (12d6) acid damage at the start of each of the drengir's turns.
    If the drengir takes 40 damage or more on a single turn from a creature inside it, the drengir must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the drengir. If the drengir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 8) necrotic damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the drengir can't bite another target.

Tentacles. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 21 (3d10 + 5) necrotic damage plus 17 (2d8 + 8) poison damage. The target must succeed on a DC 18 Constitution saving throw or be poisoned until the end of it's next turn.

Multiattack. The drengir can use it's Horrifying Visage. It then makes three attacks: one with its bite and two with its tentacles.

Sanval

Sanvals were a species of reptile. They each had a set of four large wings, muscular shoulders, long muscled tails and long claws. Their faces featured a long forked tongue, and they smelled of soil and swamps. The reptile moved through the air as if it was water and they could make soft hooting noises, thunderous growls, and loud roars.


Sanval Hatchling

Medium Beast, Lawful Neutral


  • Armor Class 17 (natural armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft., burrow 15 ft., fly 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2)

  • Saving Throws Dex +2, Con +4, Wis +2, Cha +4
  • Skills Perception +4, Stealth +2
  • Damage Immunities lightning
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages
  • Challenge 3 (700 XP)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) kinetic damage plus 3 (1d6) lightning damage.

Debilitating Roar (Recharge 5-6). The Sanval exhales a pulse of high-pitched, nearly inaudible sound in a 30-­foot cone. Each creature in that cone must make a DC 12 Constitution saving throw, taking 22 (4d10) sonic damage on a failed save, or half as much damage on a successful one.


Young Sanval

Large Beast, Lawful Neutral


  • Armor Class 17 (natural armor)
  • Hit Points 152 (16d10 + 64)
  • Speed 40 ft., burrow 20 ft., fly 80 ft.

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)

  • Saving Throws Dex +4, Con +8, Wis +5, Cha +7
  • Skills Perception +9, Stealth +4
  • Damage Immunities lightning
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
  • Languages Galactic Basic understands but cannot speak
  • Challenge 9 (5,000 XP)

Actions

Multiattack. The Sanval makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) kinetic damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) kinetic damage.

Debilitating Roar (Recharge 5-6). The Sanval exhales a pulse of high-pitched, nearly inaudible sound in a 60-­foot cone. Each creature in that cone must make a DC 16 Constitution saving throw. On a failed save, the creature takes 44 (8d10) sonic damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.


Mature Sanval

Huge Beast, Lawful Neutral


  • Armor Class 19 (natural armor)
  • Hit Points 207 (18d12 + 90)
  • Speed 40 ft., burrow 30 ft., climb 40 ft., fly 80 ft. (hover)

STR DEX CON INT WIS CHA
23 (+6) 16 (+3) 21 (+5) 18 (+4) 17 (+3) 18 (+4)

  • Saving Throws Dex +8, Con +10, Wis +8, Cha +9
  • Skills Lore +9, Perception +13, Persuasion +14, Stealth +8
  • Damage Immunities Lightning
  • Condition Immunities frightened
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
  • Languages Galactic Basic understands can only speak through telepathy, telepathy 120 ft.
  • Challenge 15 (13,000 XP)

Innate Powercasting. The Sanval’s innate powercasting ability is Intelligence (spell save DC 17). It can innately cast the following powers:

    1/day each: greater analyze, telekinesis, truesight

Legendary Resistance (2/Day). If the Sanval fails a saving throw, it can choose to succeed instead.

Spider Climb. The Sanval can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The Sanval can use its Frightful Presence. It then makes two melee attacks, one with its bite and one with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) lightning damage.

Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) kinetic damage.

Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) kinetic damage. Frightful Presence. Each creature of the Sanval’s choice that is within 120 feet of the Sanval and aware of it must succeed on a DC 17 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 Sanval’s Frightful Presence for the next 24 hours.

Debilitating Roar (Recharge 5–6). The Sanval exhales a pulse of high-pitched, nearly inaudible sound in a 60-foot cone. Each creature in that cone must make a DC 18 Constitution saving throw. On a failed save, the creature takes 45 (13d6) sonic damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.

Legendary Actions

The Sanval can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Sanval regains spent legendary actions at the start of its turn.

Tail Attack. The Sanval makes a tail attack.

Telekinetic Fling. The Sanval chooses a Small or smaller object that isn't being worn or carried that it can see within 60 feet of it, and it magically hurls the object at a creature it can see within 60 feet of the object. The target must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) kinetic damage.

Teleport (Costs 2 Actions). The Sanval magically teleports to an unoccupied space it can see within 30 feet of it.

Hragscythe

Hragscythes were a species of carnivore native to Onderon. Standing on six large, clawed legs, they had three heads with six eyes on long necks, with large mouths with gnashing teeth, and a long, spiny tail. They could breath noxious gases, and were native to their homeworld's extensive jungles.


Hragscythe

Large beast, any alignment


  • Armor Class 15 (natural armor)
  • Hit Points 152 (16d10 + 64)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 6 (-2) 14 (+2) 5 (-3)

  • Skills Stealth +9, Survival +5
  • Senses darkvision 60 ft., passive Perception 12
  • Languages
  • Challenge 6 (2,300 XP)

Pounce. If the Hragscythe moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the Hragscythe can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) kinetic damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) kinetic damage.

Poison Spit (Recharge 5-6). The Hragscythe spits a poisonous globule in a spot within 30 feet that it can see. Each creature within a 30 foot radius of that spot must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 35 (10d6) poison damage and is poisoned until the end of it's next turn. On a successful save, the creature takes half as much damage and isn't poisoned.


Nihil, Strike

Medium humanoid, Chaotic Dark


  • Armor Class 13 (Combat Suit)
  • Hit Points 34 (4d8 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 14 (+2) 10 (+0) 9 (-1) 8 (-1)

  • Skills Acrobatics +4, Perception +1
  • Senses darkvision 30 ft., passive Perception 11
  • Languages Galactic Basic, one other
  • Challenge 1/2 (100 XP)

Masked Foe. While the Nihil, Strike is wearing their mask they are immune to conditions or damaging effects relating to gases and clouds.

Actions

Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d8 + 2) energy damage

Techblade. Melee Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 5 (1d6 + 2) kinetic damage

Ride The Storm. The Nihil, Strike carries a potent cocktail of various spices in a small syringe. As a bonus action they can inject themselves with this concotion becoming frenzied and attacking recklessly.

    Until the start of their next turn, the Nihil, Strike gains advantage on their attack rolls, and attack rolls against them also have advantage. Additionally, they end the charmed and frightened conditions on themselves, and become immune to these conditions until the start of their next turn, and they have disadvantage against Dexterity saving throws.

    When this effect ends, their bodies become overwhelmed by the chemicals and they gain 1 level of exhaustion.


Nihil, Cloud

Medium humanoid, Chaotic Dark


  • Armor Class 14 (Combat Suit)
  • Hit Points 69 (10d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 10 (+0) 11 (+0) 8 (-1)

  • Saving Throws Dex +5
  • Skills Acrobatics +5, Perception +2
  • Senses darkvision 30 ft., passive Perception 12
  • Languages Galactic Basic, one other
  • Challenge 2 (450 XP)

Masked Foe. While the Nihil, Cloud is wearing their mask they are immune to conditions or damaging effects relating to gases and clouds.

Actions

Multiattack. The Nihil, Cloud makes two melee attacks or two ranged attacks.

Blaster Rifle. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d8 + 3) energy damage

Techblade. Melee Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 6 (1d6 + 3) kinetic damage

Ride The Storm. The Nihil, Cloud carries a potent cocktail of various spices in a small syringe. As a bonus action they can inject themselves with this concotion becoming frenzied and attacking recklessly.

    Until the end of their next turn, the Nihil, Cloud gains advantage on their attack rolls, and attack rolls against them also have advantage. Additionally, they end the charmed and frightened conditions on themselves, and become immune to these conditions until the end of their next turn.

    When this effect ends, their bodies become overwhelmed by the chemicals and they gain 1 level of exhaustion.

Nihil Gas Grenade (Recharge 5-6). The Nihil, Cloud throws a grenade at a point within 30 feet. Each creature in a 20-foot radius must make a DC 13 Constitution saving throw. The creature takes 17 (5d6) poison damage on a failed save, or half as much on a successful one.

Additionally, on a failed save, the creature is blinded by the noxious fumes and smoke.


Nihil, Storm

Medium humanoid, Chaotic Dark


  • Armor Class 16 (Battle Armor)
  • Hit Points 123 (14d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 16 (+3) 12 (+1) 14 (+2) 10 (+0)

  • Saving Throws Dex +7, Con +6
  • Skills Acrobatics +7, Intimidation +6, Perception +5, Stealth +7
  • Senses darkvision 30 ft., passive Perception 15
  • Languages Galactic Basic, one other
  • Challenge 6 (2,300 XP)

Masked Foe. While the Nihil, Storm is wearing their mask they are immune to conditions or damaging effects relating to gases and clouds.

Actions

Multiattack. The Nihil, Storm makes three melee attacks or three ranged attacks.

Blaster Rifle. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 10 (1d12 + 4) energy damage

Vibroblade. Melee Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 8 (1d8 + 4) kinetic damage

Ride The Storm. The Nihil, Storm carries a potent cocktail of various spices in a small syringe. As a bonus action they can inject themselves with this concotion becoming frenzied and attacking recklessly for up to 1 minute.

    The Nihil, Storm gains advantage on their attack rolls, they end the charmed and frightened conditions on themselves, and become immune to these conditions. Additionally, they gain resistance to kinetic and energy damage.

    When this effect ends, their bodies become overwhelmed by the chemicals and they gain 1 level of exhaustion.

Nihil Gas Grenade (Recharge 5-6). The Nihil, Storm throws a grenade at a point within 30 feet. Each creature in a 20-foot radius must make a DC 15 Constitution saving throw. The creature takes 28 (8d6) poison damage on a failed save, or half as much on a successful one.

Additionally, on a failed save, the creature is blinded by the noxious fumes and smoke, and begins to become lethargic and sleepy.

    At the start of its next turn, any creature in the area that failed its save must make an additional DC 15 Constitution saving throw or become unconcious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it.



Nihil, Tempest Runner

Medium humanoid, Chaotic Dark


  • Armor Class 18 (Combat Armor)
  • Hit Points 202 (20d8 + 112)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 18 (+4) 14 (+2) 14 (+2) 12 (+1)

  • Saving Throws Dex +9, Con +8
  • Skills Acrobatics +9, Intimidation +9, Perception +6, Stealth +9
  • Condition Immunities blinded, deafened (while wearing their mask)
  • Senses darkvision 30 ft., passive Perception 16
  • Languages Galactic Basic, two others
  • Challenge 12 (8,400 XP)

Masked Foe. While the Nihil, Tempest Runner is wearing their mask they are immune to conditions or damaging effects relating to gases and clouds.

Foretell The Tempest. The Nihil, Tempest Runner has advantage on initiative checks.

Tempest Commander. The Nihil, Tempest Runner rarely travels without backup. As a bonus action the Nihil, Tempest Runner can command up to two other creatures within 30 feet of it to use their reaction to make a single attack against a creature it can see within its reach.

Legendary Resistance (3/day). If the Nihil, Tempest Runner fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The Nihil, Tempest Runner makes three melee attacks or three ranged attacks.

Blaster Rifle. Ranged Weapon Attack: +9 to hit, range 100/400 ft., one target. Hit: 26 (3d12 + 7) energy damage

Poison Vibroblade. Melee Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 19 (3d8 + 6) kinetic damage plus 5 (2d4) poison damage.

Ride The Storm. The Nihil, Tempest Runner carries a potent cocktail of various spices in a small syringe. As a bonus action they can inject themselves with this concotion becoming frenzied and attacking recklessly for up to 1 minute.

    The Nihil, Tempest Runner gains advantage on their attack rolls and becomes immune to the charmed and frightened conditions, as well as gaining resistance to kinetic and energy damage.

Nihil Gas Grenade (Recharge 5-6). The Nihil, Tempest Runner throws a grenade at a point within 30 feet. Each creature in a 20-foot radius must make a DC 17 Constitution saving throw. The creature takes 66 (12d10) poison damage on a failed save, or half as much on a successful one.

Additionally, on a failed save, the creature is blinded by the noxious fumes and smoke, and begins to become lethargic and sleepy.

    At the start of its next turn, any creature in the area that failed its save must make an additional DC 17 Constitution saving throw or become unconcious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it.

Reactions

Storm Shift. If the Nihil, Tempest Runner is under the effects of Ride The Storm and an attack would hit it, its form shimmers in a holographic configuration and collapses. The Nihil, Tempest Runner gains a +5 bonus to AC against the triggering attack and it can teleport up to 30 feet away.

Legendary Actions

The Nihil, Tempest Runner can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Nihil, Tempest Runner regains spent legendary actions at the start of its turn.

Move. The Nihil, Tempest Runner can move up to it's movement speed without provoking opportunity attacks.

Blaster Rifle. The Nihil, Tempest Runner makes a blaster rifle attack.

Storm Cloud (Costs 2 Actions). The Nihil, Tempest Runner sprays a cloud of smoke that pulses with static electricity from its wrist. Any creature within 60 feet of the Nihil, Tempest Runner is engulfed in the smoke. The smoke spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Call Reinforcements (Costs 3 Actions). The Nihil, Tempest Runner calls for reinforcements and summons 1d4 Nihil, Strikes.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.