Wednesday, July 15, 2015

Apprentice's Corner: The Xex

Today I give you a monster for 5th edition of D&D: the xex (z-e-KS)

Invisible in their true form, the only way they can be seen is when they are impersonating another creature, though there is always a slight unnatural difference. Whether it be red eyes, six fingers on one hand, or orange hair, this difference can usually be dismissed. Originating from somewhere in between the Ethereal Plane and the Elemental Chaos, these creatures live to sow chaos, confusion, and mistrust.

Servants of Carnag. Xex serve Carnag, the most powerful of the primordials. He is a huge, hulking humanoid made of raw elemental force, with cruelty not matched by any being in the multiverse, with so extreme savagery it makes the demon lord Baphomet look civilized. He uses Xex as means of preparation for his greatest goal: the destruction of the multiverse.

Manipulative overlords. Xex often mimic people in power to gain influence. Rather than becoming the power behind the throne, they take the throne themselves.

Weak-willed servants. Xex usually seize the minds of those with weak willpower as servants. Those a Xex enslaves remember nothing of their former lives.

Xex
Medium monstrosity (shapechanger), CE
AC: 17   
HP: 66   
Speed: 50 feet   
Languages: common, undercommon, telepathy 60 feet

STR: 13 (+1)  DEX: 15 (+2)   CON 16 (+3)  
INT: 15 (+2)   WIS: 16 (+3)    CHA: 18 (+4)

Defenses: Incorporeal, Invisible

Shapeshifter: Can change shape to any medium or small humanoid, its stats are the same except size, and it loses the incorporeal and invisible traits. 

Actions
Multi-attack: the Xex makes two claw attacks, or the Xex can make one claw attack and one suggestion ability. 

Claws: +7 to hit, 2d4+3 slashing.

Mind Warp (3/day): ranged attack, range 40 feet, 1d6+2 psychic, DC 13 WIS to resist, on a failure, the target is charmed for 5 days, at the end of the 5th day the target can repeat the save at DC 15 to end the effect, on a failure the effect persists for another 5 days. A charmed creature gains +2 CON, +2 STR, +1 DEX, +2 INT, +2 WIS, and +1 CHA, it gains telepathy 30 feet, Mind Warp, 2 claw attacks (1d6 S), and +3 natural armor, obeys the Xex’s orders, does not remember any other creatures or knowledge of Xex, and believes the Xex to be friendly and that its cause is just and good. If it is not ordered and is alone w/another creature it will use its Mind Warp, and its alignment changes to CE.

Suggestion (DC 16) at will.

Mind Seize (3/day): ranged attack, range 20 feet, DC 10 WIS to resist. On a failure, the target is charmed for 1d6 rounds, a charmed creature follows and obeys the Xex, and does not feel ties to other creatures.

Editorial Observation: This monster's power went through development, but its statistics were all apprentice-designed. The CR for the creature is probably in the 4-6 range, and will need some support to offer a satisfying climactic battle after mystery/conspiracy plotting.  

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