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#3E-Reducing Consumption
3rdeyeinsights · 1 year
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evanhunerberg · 1 year
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Necromancer Week: Day 2
New Undead!
This took by far the longest of all the installations for Necromancer Week, and normally I'd save it for a finale but some of the future homebrew content depends on these monsters (mainly the Ancestral Spirit and the Zombie Giant). I also managed to find time to sketch some of the creatures, so be sure to check the published brew over at Homebrewery! If you're having trouble viewing it (on Firefox, for instance) I have all the relevant mechanics in this post as well.
You may recognize some oldies like the Bleakborn from the 3e Libris Mortis and the Sacrol from 2e which I came across online. There's also a huge zombie and huge skeleton if you ever need stats for them. I tried to fill out Challenge Ratings that didn't get a lot of attention as far as the Undead type goes. Now you can challenge players at each level!
Ancestral Spirit
When a soul moves on to the afterlife, an echo of it might remain. The Ancestral Spirit is an ethereal remnant of someone powerful and wise, tied to the Material Plane to aid their descendants. They are usually intangible and unseen. However, people often feel their presence if they were close to the spirit in life. Some say these are the spirits which answer the calls of spells like Augury.
It is normally beyond the capabilities of most necromancers to easily summon incorporeal undead, but the Shepherd of Spirits cleric is an exception. 
Medium undead, neutral Armor Class 13 (natural armor) Hit Points 22 (4d8+4) Speed 40 ft. Fly (hover) STR 7; DEX 13; CON 10; INT 4; WIS 12; CHA 10 Resistances: acid, bludgeoning, piercing, and slashing from nonmagical attacks Immunities: cold, necrotic, poison Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses: darkvision 60 ft., passive Perception 11 Languages: understands any languages it knew in life but cannot speak. Challenge: 1/2 (75 XP) Ethereal Sight. The spirit can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement.  The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
Blessed Touch. Melee Spell Attack: +3 to hit, reach 5 ft., one target. Hit 6 (1d8+1) radiant.
Burning Blight
The Burning Blight is a fossilized animated skeleton of a creature native to the Elemental Plane of Fire. This can include Azers, Salamanders, or Efreeti, but many other denizens can be turned. The skeleton is blackened and is shrouded in constant flames.
A Blight It seeks nothing but destruction of the living. Natives on the Plane of Fire see such creatures as nuisances thanks to their innate immunities to fire. When a Burning Blight finds its way to the Material Plane, either by being summoned or escaping through a planar rift, it's a different story. Burning Blights deplore an environment that isn't constantly alight with flame. The Blight will burn anything flammable it can find, leaving swaths of forest in ashes or reducing entire wings of dungeons to embers.
The creatures sometimes vary in size and shape. For a large Burning Blight, increase the Claw damage to 9 (2d6+2) slashing and 7 (2d6) fire, increase the hit points to 60 (7d10+21), and increase its challenge rating to 4.
Medium undead, chaotic evil Armor Class 13 (natural armor) Hit Points 45 (6d8+18) Speed 30 ft. STR 12; DEX 14; CON 16; INT 6; WIS 8; CHA 13 Vulnerabilities:  bludgeoning Resistances: cold, acid Immunities: fire, poison Condition Immunities:  exhaustion, poisoned Senses:  passive Perception 9 Languages: understands Primordial (Ignan), but cannot speak Challenge: 3 (700 XP) Fire Shield. Whenever a creature makes a melee attack against the Blight within 5 ft. of it, that creature takes 7 (2d6) fire damage. Illumination.  The Burning Blight emits bright light in a 30 ft. radius, and dim light 30 ft. beyond that.
Actions
Multiattack. The Blight can make two claw attacks when it takes the attack action.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 5 (1d6 + 2) slashing plus 4 (1d6) fire.
Eye Rays. Ranged Spell Attack: +3 to hit, range 60 ft., one target. Hit 14 (4d6) fire.
Bleakborn
Bleakborns are created not through violence, but through necromancy and either bitter cold conditions or freezing magic. They appear as discolored humanoid corpses covered in frosty crystals or icicles, even in hot environments. Bleakborns feed on the warmth of the living, using their aura and frigid touch to drain heat from their victims. The heat replenishes them. Their wounds are easily healed with a constant supply of living warmth.
A Bleakborn can remain inert for centuries waiting for a taste of heat to rouse them to life again. Even slain Bleakborns can return to life if no precautions are taken to prevent it from regenerating.
Medium undead, neutral evil Armor Class 15 (natural armor) Hit Points 75 (10d8+30) Speed 30 ft. STR 15; DEX 8; CON 16; INT 3; WIS 10; CHA 16 Saves: Constitution +6 Immunities: poison, necrotic, fire (see Heat Consumption) Condition Immunities: charmed, exhaustion, frightened, poisoned Senses: Darkvision 60 ft., passive Perception 11 Languages: the languages it spoke in life. Challenge: 7 (2,900 XP)
Chilling Aura. Each creature that begins its turn within 20 ft. of the Bleakborn must make a DC 15 Constitution saving throw or take 7 (2d6) cold damage, or half as much on a successful save. The Bleakborn regains hit points equal to half the damage dealt. The ability remains active even if the Bleakborn has been reduced to 0 hit points unless its remains have been completely destroyed or dismembered. Freezing Touch. Creatures that make a melee attack against the Bleakborn within 5 ft. of it take 4 (1d6) cold damage. The Bleakborn regains hit points equal to half the damage dealt. Heat Consumption. Whenever the Bleakborn is dealt fire damage, it instead regains hit points equal to the damage dealt.
Actions
Multiattack. The Bleakborn makes two attack with its drain heat attack. Drain Heat. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit 10 (2d6+3) cold. The Bleakborn regains hit points equal to the damage dealt.
Blood Ooze
Blood Oozes are born from a vile ritual that involves dissolving a creature in acid and imbuing it with necromantic magic. The ooze is red and translucent, often with indigestible scraps from its last meal floating within its mass. The ooze is essentially a mass of undead blood cells, and it feeds on living tissue. Any creature that comes into contact with its slime starts to quickly wither away as if from necrosis.
The ooze is most known for its ability to physically enter lifless corpses, causing them to slightly bloat or leak its blood-red slime through open wounds or orifaces. It uses this technique to sneak up on unwary prey, seeming to be a mere zombie or even a haggard humanoid. Once it gets close, it erupts from the corpse to spread itself to other nearby living creatures.
Although it is not adversely affected by sunlight, it avoids it whenever possible. Radiant damage will cause it to react by violently expelling slime.
Medium undead ooze, chaotic evil Armor Class 7 Hit Points 90 (12d8+36) Speed 20 ft., climb 20 ft.
STR 16; DEX 5; CON 16; INT 1; WIS 8; CHA 1 Resistances: bludgeoning, slashing, and piercing damage. Immunities: acid, necrotic, radiant Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, prone Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 9 Languages: none. Challenge: 6 (2,300 XP)
Amorphous. The Blood Ooze can move through a space as narrow as 1 inch wide without squeezing. Corrosive Form. A creature that touches the Blood Ooze or hits it with a melee attack while within 5 feet of it takes 4 (1d8) necrotic damage.
Actions
Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 6 (1d6 + 3) bludgeoning plus 14 (3d8) necrotic. In addition, the target must attempt a DC 15 Dexterity saving throw. On a failed save, a glob of the ooze sticks to the target, dealing 9 (2d8) necrotic damage at the start of each of their turns. A creature can use their action to scrape the ooze away, ending the effect.
Inhabit Corpse. The ooze can hide inside of a Large or Medium corpse or undead creature, slowly digesting it from inside. The ooze retains all of its statistics but cannot make attacks while inhabiting a corpse. The ooze can exit the corpse by using its Slime Burst ability. While inhabiting a corpse, other creatures can discern its true nature with a successful DC 16 Wisdom (Insight) check.
Reactions
Slime Burst. When the Blood Ooze is subjected to radiant damage or a melee attack, it can spew globs of itself in all directions. All creatures in a 10 ft. radius of the ooze must  attempt a DC 15 Dexterity saving throw to avoid getting stuck with a glob of ooze dealing 9 (2d8) necrotic damage at the start of each of their turns. A creature can use their action to scrape the ooze away, ending the effect.
Carpal Horror
The Carpal Horror is an awful undead created by twisted necromancers. It's a mass of eight clawed undead arms stitched together at the center.
It scurries quickly towards enemies that it feels walking near it and leaps onto them. Once it latches on, it begins snapping at the target with its maw of teeth at the center of its radial limbs, shrieking frantically all the while. Its vicious mouth isn't immediately visible beneath its body, but most discover it once it makes its first attack.
The creatures are always constructed through necromancy; they are not natural. Their purpose is usually to guard treasure or to defend smaller entryways to a lair that other undead have a harder time patrolling. Thanks to their size and climbing ability, the horrors can easily surprise intruders from hiding.
Small undead, neutral evil Armor Class 16 (natural armor) Hit Points 9 (2d6+2) Speed 40 ft., 20 ft. Climb
STR 10; DEX 17; CON 12; INT 2; WIS 8; CHA 3 Skills: Stealth +5, Perception +1 Immunities: poison Condition Immunities: exhaustion, poisoned Senses: Tremorsense 60 ft. (blind beyond this radius), passive Perception 11 Languages: none Challenge: 1 (200 XP)
Lunge. When the horror moves at least 20 ft. in a straight line towards a creature and hits it with its claws attack, the horror can use its bonus action to immediately make a Bite attack against the same creature.
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 5 (1d4+3) bludgeoning. If this attack hits a Small or larger creature, the horror attaches itself to the creature with its gripping arms. A creature can pry the horror off of the target with a successful DC 13 Strength check.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 8 (2d4+3) slashing plus 4 (1d6) poison. The Carpal Horror can only use this attack against a target it is attached to.
Chimeric Corpse
A Chimeric Corpse is a hulking conglomeration of various animal parts created by deranged and powerful necromancy. It has a dangerous animal head on its shoulders as well as mounted on each of its arms. The creature is strong, able to knock enemies across a room or hold them tight in its grip.
The horror can be taken down piece by piece if heroes coordinate their attacks, lobbing off the undead animal heads sewn to its body. With fewer attacks to dodge, it becomes easier to deal with.
Large undead, neutral evil Armor Class: 15 (natural armor) Hit Points: 127 (15d10+45) Speed: 40 ft.
STR 20; DEX 10; CON 16; INT 3; WIS 10; CHA 4 Skills: Perception +4 Immunities: poison Condition Immunities: charmed, exhaustion, frightened, poisoned Senses: Darkvision 120 ft., passive Perception 14 Languages: the languages it spoke in life. Challenge: 7 (2,900 XP)
Stitched Parts. The Chimeric Corpse has three heads stitched to its body. When the Chimeric Corpse takes more than 30 damage in a single turn, one of its heads chosen at random is destroyed. That head's attack option becomes permanently disabled.
Grappling Bite. When the Chimeric Corpse hits a creature with a Bite attack, the creature becomes grappled (escape DC 15). Until this grapple ends, the target is restrained, and the Chimeric Corpse can't bite another target with that same attack.
Mighty Blow. When the Chimeric Corpse hits a creature with a Gore, Ram, or Tusks attack, the creature must make a DC 15 Strength saving throw or be pushed 10 ft. away from the Chimeric Corpse.
Actions
Multiattack. The Chimeric Corpse can make one attack with each of its attached heads.
Bite (Bear). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 14 (2d8+5) piercing.
Gore (Rhinoceros). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 18 (3d8+5) piercing.
Bite (Shark). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 14 (2d8+5) piercing.
Offal Nightmare
The Offal Nightmare is a horrifying creature that appears to be a humanoid corpse torn inside-out. The entrails have engorged, tempered and animated through necromancy. The remainder of the nightmare's body is a withered sack of skin and bones that hangs uselessly from its aft end.
Its thick, rubbery intestines are coated with acid, and can spew the stuff from a distance when enough has built up inside it. The creature feeds on the living by grappling and constricting with its animate entrails and dissolving its kill with acid. It staves off other enemies while it feeds by slamming its withered corpse into them like a flail.
Although it is more common for necromancers to create such undead, some Offal Nightmares can form naturally after especially violent deaths involving live disembowelment.
Medium undead, neutral evil Armor Class: 16 (natural armor) Hit Points: 90 (12d8+36) Speed: 30 ft.
STR 16; DEX 17; CON 16; INT 4; WIS 10; CHA 13 Resistances: cold, bludgeoning, piercing, and slashing damage from nonmagic weapons. Immunities: acid, fire, poison Condition Immunities: charmed, exhaustion, frightened, poisoned Senses: passive Perception 10 Languages: understands languages it knew in life but cannot speak. Challenge: 8 (3,900 XP)
Actions
Multiattack. The nightmare makes two attacks, one with its entrails attack and one with its slam attack. Each attack must target a different target.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 12 (2d8+3) bludgeoning.
Entrails. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit 12 (2d8+3) bludgeoning and 18 (4d8) acid. If the target is a Medium or smaller creature, the creature becomes grappled (escape DC 16). Until this grapple ends, the target is restrained, and the Offal Nightmare can't use its Entrails attack on another target.
Acid Spit (Recharge 5-6). The nightmare spews a gout of acid at a 15-foot square area  centered at a point up to 60 ft. away from it. Each creature in the area must attempt a DC 16 Dexterity saving throw, taking 18 (4d8) acid damage or half as much damage on a successful save.
Patchwork Titan
Patchwork Titans are huge masses of undead parts stitched together in haphazard ways by insane (or creative) necromancers. The undead all act independently, constantly trying to wrench themselves apart from one another.
When living flesh is nearby, the titan acts more like a unit as it attacks, ignoring its inherent torment at its abominable creation. Slashing weapons will tear its stitching apart and cause part of it to fall off. Thanks to its conglomerate nature, the fallen part will continue to attack despite being separated from the whole creature.
Huge undead, neutral evil Armor Class: 12 (natural armor) Hit Points: 124 (13d12+39) Speed: 30 ft.
STR 19; DEX 12; CON 16; INT 3; WIS 10; CHA 1 Skills: Perception +3 Immunities: poison, slashing Condition Immunities: charmed, exhaustion, frightened, poisoned Senses: passive Perception 13 Languages: none Challenge: 7 (2,900 XP)
Multiple Heads. The titan has advantage on saving throws against being blinded, deafened, stunned, and being knocked unconscious.
Actions
Multiattack. The titan makes three slam attacks
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit 18 (2d10+4) bludgeoning.
Reactions
Split. When a titan that is Medium or larger is subjected to slashing damage, it splits into two new titans if it has at least 20 hit points. Each new titan has hit points equal to half the original titan's, rounded down. New titans are one size smaller than the original titan and makes one less attack when it uses its Multiattack action.
Sacrol
A sacrol looks like a four foot tall humanoid skull surrounded by a constantly shifting, multi-coloured mist. The mist is the true body of the sacrol, which forms into spectral entrails to attack its foes.
Sacrols radiate a cold, clammy aura. They communicate through howls that sound like hundreds of death shrieks.
The creature is formed naturally from a large number of creatures that died in proximity and in a short time. Mass graves, battlefields, or razed villages are often places that a sacrol will haunt. Once it rises, it will unerringly seek out those responsible for its collective deaths and slay them before returning to its unhallowed birthplace.
Small undead, neutral evil Armor Class: 16 (natural armor) Hit Points: 94 (17d6+34) Speed:  30 ft. Fly
STR 11; DEX 12; CON 14; INT 8; WIS 10; CHA 16 Immunities: cold, poison, necrotic, bludgeoning, piercing and slashing damage from nonmagic weapons Condition Immunities: charmed, exhaustion, frightened, poisoned, prone, stunned, unconscious Senses: passive Perception 10 Languages: none Challenge: 8 (3,900 XP)
Innate Spellcasting.  (spell save DC 16)
3/day: Animate Dead (skeletons only)
1/day: Finger of Death
Actions
Multiattack. The sacrol makes two attacks with any combination of either its tentacle or constrict attacks. The sacrol must target different targets with each attack. Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit 14 (3d8) necrotic. The target becomes grappled (escape DC 16). The target's hit point maximum is reduced by an amount equal to the necrotic damage taken.
Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one target grappled by the sacrol. Hit 8 (3d4) necrotic. The creature must succeed at a DC 16 Constitution saving throw or become stunned until start of the sacrol's next turn. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken.
Sinew Slinger
A Sinew Slinger is a creation of both engineering and necromancy. A crossbow made from sinew, bone, and muscle is crafted from an otherwise normal corpse. The resulting creature can then attack from range and in melee, making a versatile combatant for an undead army.
Necromancers need to have a thorough enough understanding of biology and the dark arts to successfully create the creature. The setup takes weeks to accomplish, but the effort is often worth it.
Medium undead, neutral evil
Armor Class: 14 (studded leather) Hit Points: 39 (6d8+12) Speed: 30 ft.
STR 11; DEX 14; CON 15; INT 3; WIS 6; CHA 1 Immunities: poison Condition Immunities: exhaustion, poisoned Senses: darkvision 120 ft., passive Perception 10 Languages: understands languages it knew in life but cannot speak. Challenge: 1 (200 XP)
Actions
Multiattack. The slinger makes two attacks, only one of which can be a crossbow attack.
Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit 8 (1d10+2) piercing.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 6 (1d6+2) piercing.
Skin Strangler
The Skin Strangler is a husk of loose skin animated with necromancy. It moves almost like an ooze or a piece of cloth in the wind. It feeds off of blood through small tubules hidden all over the "inside" of its body. It envelops its target, trying to crush them or suffocate them. Once dead, it can drink its fill before seeking out a new victim.
An encounter with a Skin Strangler is usually sudden. The creature will hide in dark crevices and leap onto unsuspecting targets. If it has recently taken a kill or has some corpses lying around, the strangler will envelop a corpse and shamble towards enemies appearing to be nothing but a simple zombie. Once it gets close, it abandons the corpse "wearing" it and leaps towards its next victim to strangle the life from it.
If attacked by multiple enemies, it will use its victim's body as a puppet much like it did the corpse to fend off attackers.
Small undead, neutral evil Armor Class: 13 Hit Points: 39 (7d6+14) Speed: 30 ft., 20 ft. Climb
STR 17; DEX 12; CON 15; INT 7; WIS 10; CHA 4 Skills: Stealth +5 Immunities: poison Condition Immunities: exhaustion, poisoned Senses: darkvision 120 ft., passive Perception 10 Languages: none Challenge: 3 (700 XP)
Corpse Puppet. The strangler can cover and animate a Medium or Small corpse, making it look and act like a zombie. A DC 20 Wisdom (Insight) check reveals its true nature. Skin Puppet. The strangler can move a creature engulfed by its crush attack as a bonus action by succeeding at an Strength (Athletics) contest against the engulfed creature. If the strangler succeeds, it moves the engulfed target up to 15 ft. and can force it to make one melee attack against another creature within 5 ft. of it. Damage Transfer. While attached to a creature, the strangler takes only half the damage dealt to it (rounded down), and that creature takes the other half.
Actions
Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6 (1d6+3) bludgeoning and the strangler attaches to the target. If the target is Medium or smaller and the strangler has advantage on the attack roll, it attaches by engulfing the target's body, and the target is also blinded and unable to breathe while the strangler is attached in this way. While attached to the target, the strangler can only attack the target with its Crush attack and does so with advantage. The strangler's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. A creature can detach the strangler by making a successful DC 14 Strength check as an action. On its turn, the strangler can detach itself from the target by using 5 feet of movement.
Storm Dreg
Storm Dregs are griffons struck down by lightning and reanimated with necromancy. Though they can naturally occur in lands where undead roam, most are deliberate creations by necromancers seeking an impressive and terrifying flying minion or mount.
The dreg looks like a molting griffon with blackened flesh. Some soot and ash continually flakes from its feathers. Its eyes and the inside of its beak glow white with energy.
The creature retains the strength and swiftness it had in life but gains an innate ability to produce lightning from its beak. It seems to feed on the ozone released from its electrical attacks, or perhaps on flesh imbued with the stuff. When your hair stands on end, it's about to strike.
Large undead, neutral evil Armor Class: 13 (natural armor) Hit Points: 53 (7d8+21) Speed: 30 ft., 80 ft. Fly
STR 18; DEX 14; CON 16; INT 2; WIS 11; CHA 5 Immunities: poison, lightning Condition Immunities: exhaustion, poisoned Senses: darkvision 120 ft., passive Perception 10 Languages: none Challenge: 3 (700 XP)
Flyby. The Storm Dreg doesn't provoke on opportunity attack when it flies out of an enemy's reach.
Actions
Multiattack. The Storm Dreg makes two attacks, one with its beak and one with its claws.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 6 (1d8 + 2) piercing and 3 (1d6) lightning.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 9 (2d6 + 2) slashing.
Lightning Breath. (Recharge 5-6)  The Storm Dreg blasts a 60 ft. long, 5 ft. wide line of lightning from its open beak. Each creature in that area must make a Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save or half as much on a successful save.
Swarm of Limbs
A simple but effective use of necromancy is to animate piles upon piles of severed limbs. After binding their energy sources together, the limbs will move as a hive mind, crawling and trampling over everything in their path. With no way to feed but an insatiable hunger, they will try to destroy any creature they sense nearby out of anguish.
Necromancers find it difficult to control the swarm's rage unless doing so directly, so they often contain the swarm to a confined space like a pit trap or a closed corridor.
Large swarm of tiny undead, neutral evil Armor Class: 15 (natural armor) Hit Points: 85 (10d10+30) Speed: 30 ft.
STR 14; DEX 13; CON 16; INT 1; WIS 6; CHA 1 Resistances: bludgeoning, piercing, slashing Immunities: poison Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned Senses: blindsight 30 ft., passive Perception 8 Languages: none Challenge: 6 (2,300 XP)
Undead Fortitude.  If damage reduces the swarm 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 swarm drops to 1 hit point instead. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
Actions
Pummel. Melee Weapon Attack: +6 to hit, reach 0 ft., up to four targets in the swarm's space. Hit 20 (4d8+2) bludgeoning, or 11 (2d8+2) bludgeoning damage if the swarm has half of its hit points or fewer.
Talking Head
The Talking Head is a simple undead creation, as far as necromancy goes. It's a fiend summoned and trapped inside a severed corpse head. The trapped demon gibbers and shrieks and spouts obscenities constantly, only staying quiet when it wishes to lure a creature close.
Necromancers keep them as guardians or traps laid for interlopers, or as boons during combat to pester foes from the sidelines. The creature is nearly useless in physical combat as it is slow to move and can only bite creatures gullible enough to stick their fingers near it.
Clever necromancers will stitch these heads onto a headless zombie if they wish for them to be able to move or attack easier. However, the head is not in control of the body, which leads to lots of cursing and shouting from the fiendish head.
Tiny undead fiend (demon), chaotic evil Armor Class: 13 (natural armor) Hit Points: 6 (1d6+3) Speed: 5 ft.
STR 3; DEX 11; CON 16; INT 9; WIS 10; CHA 15 Immunities: poison, fire Condition Immunities: exhaustion, poisoned, paralyzed, prone Senses: darkvision 120 ft., passive Perception 10 Languages: Common, Abyssal Challenge: 1/8 (25 XP)
Actions
Vicious Mockery. The head targets one creature it can see within 60 ft. of it. If it can hear the Talking Head, the target must succeed at a Wisdom saving throw or take 2 (1d4) psychic damage and have disadvantage on its next attack roll before the end of its next turn.
Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one target. Hit 5 (1d4+3) piercing.
Wretched Engima
The Wretched Enigma is an undead sphinx. Immensely powerful and cunning, an enigma is often kept by powerful undead like liches, death tyrants, or vampires. They also can serve as leaders of cults dedicated to secrecy, knowledge, and undeath.
Hungering Minds. The enigma feeds upon psychic energy, which it collects from victims by presenting them with riddles that provoke them to think. Every thought thereafter feeds the creature's insatiable appetite. The enigma is usually found with a train of mindless undead servants catering to its insane whims. These minions are unique in appearance as they are each missing the back of their skulls, leaving just a face behind. The enigma devours the creatures' brains before reanimating them, despite not needing to physically eat to survive. It simply enjoys the taste.
Hoarders. Once an enigma is brought into the world, no treasure, secret, or mind is safe. A sphinx is normally bound to its lair, but an enigma has no such restriction. Unless bound to a master, the enigma scours the world for lost treasures, powerful artifacts, and the closest kept secrets to add to its new hoard.
Godless Power. No longer bound by the duties of the gods, the enigma loses its ability to warp reality. Now it can only create a false reality through its illusion spells. Its roar becomes a haunting howl that breaks the minds of the living. Its divine spells are severed from their source and it must learn new spells by draining the minds of spellcasters.
Large undead, lawful evil Armor Class: 18 (natural armor) Hit Points: 137 (13d10+65) Speed: 40 ft., 60 ft. Fly
STR 20; DEX 10; CON 20; INT 14; WIS 16; CHA 21 Saving Throws: Dex +5, Con +10, Int +7, Wis +8 Skills: Arcana +7, Perception +8, Religion +7 Resistances: bludgeoning, piercing, and slashing from nonmagical attacks Immunities: poison, psychic Condition Immunities: charmed, exhaustion, frightened, poisoned Senses: truesight 120 ft., passive Perception 13 Languages: telepathy 120 ft., Common, Sphinx Challenge: 13 (10,000 XP)
Spellcasting. The enigma is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The enigma has the following wizard spells prepared:
Cantrips: mage hand, minor illusion, toll the dead (XGtE)
1st level (4 slots): cause fear (XGtE), detect magic, protection from evil and good
2nd level (3 slots): invisibility, suggestion
3rd level (3 slots): animate dead, dispel magic
4th level (3 slots): banishment, hallucinatory terrain
5th level (2 slots): cone of cold
Magic Weapons. The enigma's weapon attacks are magical. Legendary Resistance 3/day. If the engima fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The enigma makes two claw attacks and uses its conundrum ability.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit 16 (2d10+5) slashing.
Drain Mind. The enigma chooses a creature within 120 ft. of it and bombards them telepathically with unsolvable riddles. That creature must attempt a DC 18 Intelligence saving throw or take 14 (3d8) psychic damage and become stunned until the end of the enigma's next turn. The creature takes half this much damage on a successful save and is not stunned. The enigma regains hit points equal to the damage dealt, and learns one fact or secret known by the target. A creature unable to receive the enigma's telepathy, as with a Ring of Mind Shielding, is unaffected by this ability.
Howl. Once per day, the enigma can unleash a bloodcurdling howl. All creatures within 30 ft. of the enigma must make a DC 13 Constitution saving throw or fall to 0 hit points. Creatures that succeed on their saving throw become frightened of the enigma until the end of its next turn.
Legendary Actions The enigma 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 enigma regains spent legendary actions at the start of its turn.
Claw. The enigma makes one claw attack.
Teleport (Costs 2 Actions). The enigma magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see.
Cast a Spell (Costs 3 Actions). The enigma casts a spell from its list of prepared spells, using a spell slot as normal.
Zombie Giant
A zombie giant, much like one of a more manageable size, is stupid and driven only by a mad hunger for the living. Necromancers that create them are irresponsible in the best sense and insane in the worst. The creatures will break any nonmagical barrier trying to contain them if they think it will lead to a meal on the other side.
Sometimes a reanimated giant is a secret weapon. A powerful spellcaster can contain one in a magic circle only to be released when the time is right, wreaking havoc on a battle once thought won.
Huge undead, chaotic evil Armor Class: 15 (patchwork armor) Hit Points: 163 (13d12+78) Speed: 40 ft.
STR 25; DEX 9; CON 22; INT 1; WIS 3; CHA 4 Saving Throws: Str +11, Con +10, Cha +1 Skills: Athletics +11, Perception +0 Immunities: poison Condition Immunities: exhaustion, poisoned Senses: darkvision 120 ft., passive Perception 10 Languages: Understands the languages it knew in life but cannot speak Challenge: 9 (5,000 XP)
Actions
Multiattack. The zombie makes two slam attacks.
Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit 25 (3d12+6) bludgeoning. A Large or smaller creature hit by this attack must succeed at a DC 18 Strength saving throw or be knocked 20 ft. in a random direction away from the zombie and take 7 (2d6) bludgeoning damage.
Yeti Skeleton
The horned skull of an abominable yeti crowns this powerful undead. It has retained a shred of its ability to freeze enemies with is gaze, but instead paralyzes them with fear. Necromancers prize skeletons of yetis for this ability. As an animated skeleton, they can follow marginally complex orders with unerring certainty. All shreds of its once-monstrous nature disappear in the reanimation process.
Huge undead, lawful evil Armor Class: 16 (natural armor) Hit Points: 137 (11d12+66) Speed: 40 ft.
STR 21; DEX 12; CON 22; INT 3; WIS 10; CHA 9 Vulnerabilities: bludgeoning Immunities: cold, poison Condition Immunities: exhaustion, poisoned Senses: darkvision 120 ft., passive Perception 10 Languages: Understands the languages it knew in life but cannot speak Challenge: 8 (3,900 XP)
Actions
Multiattack. The skeleton makes three attacks: one bite attack, one claw attack, and one greatclub attack. Then it uses its frightful gaze.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 16 (3d6+5) piercing.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 16 (3d6+5) slashing.
Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit 19 (3d8+5) bludgeoning.
Frightful Gaze. The skeleton targets one creature it can see within 30 ft. of it. If the target can see the skeleton, the target must succeed on a DC 16 Wisdom saving throw against this magic or become paralyzed for 1 minute, unless it is immune to fear effects. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to this skeleton's gaze for 1 hour.
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techguar · 6 years
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Huawei Introduced GPU Turbo Technology For Mate And Honor Devices
New Post has been published on http://www.techguar.com/featured/huawei-introduced-gpu-turbo-technology-for-mate-and-honor-devices/
Huawei Introduced GPU Turbo Technology For Mate And Honor Devices
Huawei has introduced GPU Turbo Mode for its devices. The GPU Turbo Mode is a new technology which will allow graphics processing acceleration. The technology was first introduced for Honor 10 through EMUI beta update last week. Today the He Gang the President for mobile phone product line announced the release of GPU Turbo Mode technology for Huawei Mate 10 series. The Mate 10 series will get this upgrade directly through Huawei Mobile Services app.
  The P20 series, Mate RS Porsche Design, Nova 2S, and MediaPad M5 tablets in July. Nova 3e, Enjoy 8 Plus, Enjoy 7S, and Mate 10 Lite will all receive the software will get the update in August, while the Mate 9 series will get this update in September.
Also Read: Xiaomi Redmi 6 Will Be Launched Soon: Dual Camera And Notched Display
The technology will result in a improved system graphics processing power. According to Huawei GPU Turbo Mode will result in an increase in efficiency of around 60% while improving the frame rate with an increase of up to 77%; resulting in smooth gaming experience.  Further the GPU Turbo Mode will optimize games which previously did not support HDR image quality, this will enhance the graphics quality of games while effectively increasing game details and a better gaming experience for the users.
Huawei has also announced the complete list of Huawei devices that will get this new feature through scheduled update. The users will get this update on their devices through a regionally scheduled rollouts. As per the official information the new GPU Turbo will improve the graphics processing by removing the bottleneck between the EMUI operating system, the GPU and the CPU.
GPU Turbo Rollout Schedule For Huawei Smartphones:
Device Regional Availability Schedule Huawei P20 and P20 Pro Europe, Russia, Asia Pacific, Middle East, Africa August 2018 Huawei Mate 10, Mate Pro, Mate RS Europe, Russia, Asia Pacific, Middle East, Africa August 2018 Huawei P20 Lite Europe, Asia Pacific, Middle East, Africa September 2018 Huawei P Smart All Markets September 2018 Huawei Nova 2i, Mate 10 Lite All Markets September 2018 Huawei Y9 2018 All Markets September 2018 Huawei Mate 9 All Markets November 2018 Huawei Mate 9 Pro All Markets November 2018 Huawei P10 Plus All Markets November 2018 Huawei P10 All Markets November 2018
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GPU Turbo Rollout Schedule For Honor Smartphones:
Device Regional Availability Schedule Honor 10 Europe, Russia, Asia Pacific, India, Middle East August 2018 Honor 9 Lite Europe, Russia, Asia Pacific, India, Middle East September 2018 Honor V10 Europe, Russia, Asia Pacific, India, Middle East September 2018 Honor 7X All Markets September 2018 Honor 8 Pro All Markets November 2018 Honor 9 All Markets November 2018
  The GPU Turbo technology will improve the gaming experience for users. The technology will also reduce energy consumption of the processor by up to 30%. The GPU Turbo technology will also support AR and VR applications in the future by combining with increasingly sophisticated AI capabilities.
Follow us on Twitter, Google+ or Facebook page to stay in touch and receive latest technology news reviews and updates on Android, iOS and Gadgets.
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led-taoyuan · 7 years
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"3E Principles" to Promote LED Curing Development
The establishment and development of any high and new technology now seem to follow the "3E principle", can not be exempted, so "3E principle" is the foundation and driving force for the survival and development of LED curing. The so-called "3E" refers to Energy, Ecology and Economy. A: Energy LED curing energy consumption hungry only need to ensure that the active chemical formulations in the radiation-induced polymerization crosslinking reaction, the substrate does not have to be heated, so UV curing lamp curing energy consumption is only conventional solvent-based coatings and ink curing 1 / 5, EB curing energy consumption is smaller, only conventional curing 1/100.
Second: Ecological LED curing active chemical formula used contains no (or less) volatile solvents, are zero emission (or low emission) technology, is conducive to environmental protection. In addition, the basic energy used for radiation curing is power, without fuel gas and without carbon dioxide. Therefore, radiation curing often known as "green technology."
Three: Economic LED curing device is compact, processing speed, space, small space, high production efficiency. Therefore, the process itself helps to improve product performance and reduce the consumption of raw materials, all from the economic costs to improve the competitiveness of technology itself. In addition, radiation curing has its own characteristics compared with the traditional curing technology, such as room temperature curing, is conducive to the processing of heat-sensitive materials; curing formula can be adjusted according to demand, which helps to improve process adaptability and ensure product performance (Such as hardness, flexibility, luster, weatherability, etc.); radiation curing easy to achieve flowshop, a high degree of automation. The unique technical advantages of LED curing not only meet the requirements of "3E Principle", but also maintain the market competitiveness in the traditional curing process in the process of industrialization and make radiation curing have been enjoying a high-speed growth momentum since the 1960s: At present, the emergency developed countries (Such as the United States, Japan and European countries) will grow at an annual rate of about 10%. Developing countries will grow even faster. China's average annual growth rate will reach 25%. It is estimated that the market share of global UVC LED / EB-cured chemical materials and formulations is currently only 3% of the total sales of industrial coatings (inks, coatings and adhesives), so the prospects of radiation curing are promising. The dominant radiation curing is UV flashlight curing (about 90%), which has so far accounted for only a small fraction (about 10%) due to the one-time investment in accelerator devices.
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