vex Species in bajfech | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

vex

the vex are a scourge the this world hidden under the ground and hive nests under every mountain the queen of the vex is -ENTITY hivemind master the vex are an ever evolving hivemind the brood mothers are under the mountain's surrounding the country volving while entity is at the top of the tallest mountain overlooking the city. they have the innate ability Shielded Mind. The creature is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location   d100 roll every time a vex dies 25 and above they will get a new mutation or ability
1 increase str by 1
2 increase dex by 1
3 increase con by 1
4 increase wis by 1
5 increase int by 1
6 increase cha by 1
7 convince nearby animals to join the fight
8 Acid Absorption. Whenever the creature is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
9 Aggressive. As a bonus action, the creature can move up to its speed toward a hostile creature that it can see.
10 Berserk. Whenever the creature starts its turn with 5 hit points or fewer, roll a d6. On a 6, the creature goes berserk. On each of its turns while berserk, the creature attacks the nearest creature it can see. If no creature is near enough to move to and attack, the creature attacks an object, with preference for an object smaller than itself. Once the creature goes berserk, it continues to do so until it is destroyed or regains all its hit points.
11 Brute. A melee weapon deals one extra die of its damage when the creature hits with it.
12 Cunning Action. On each of its turns, the creature can use a bonus action to take the Dash, Disengage, or Hide action.
13 Death Burst. When the creature dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 13 Dexterity saving throw, taking (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited
14 Earth Glide. The creature can burrow through nonmagical, unworked earth and stone. While doing so, the creature doesn't disturb the material it moves through.
15 Ethereal Jaunt. As a bonus action, the creature can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
16 False Appearance. While the creature remains motionless, it is indistinguishable from a mundane object.
17 Fire Absorption. Whenever the creature is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
18 Grasping Tendrils. The creature can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the creature, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC ## Strength check against it.
19 Incorporeal Movement. The creature 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.
20 Innate Spellcasting. The creature's spellcasting ability is Charisma (spell save DC ##). It can innately cast the following spells, requiring only verbal components: (typically cantrips/1st level spells at will, 1st through 3rd level spells at 3/day each, higher level spells at 1/day each)
21 Limited Telepathy. The creature can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.
22 Lightning Absorption. Whenever the creature is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt
23 Mimicry. The creature can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC ## Wisdom (Insight) check.
24 Pack Tactics. The creature has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't incapacitated.
25 Reflective Carapace. Any time the creature is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 , the creature is unaffected. On a 6, the creature is unaffected, and the effect is reflected back at the caster as though it originated from the creature, turning the caster into the target.
26 Spider Climb. The creature can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check
27 grow one size bigger can happen 2 times 28 Two Heads. The creature has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
29 Fire Breath (Recharge 5–6). The creature exhales fire in a ##-foot cone. Each creature in that area must make a DC ## Dexterity saving throw, taking (##d10) fire damage on a failed save, or half as much damage on a successful one.
30 Lightning Storm. The creature magically creates three bolts of lightning, each of which can strike a target the creature can see within 120 feet of it. A target must make a DC ## Dexterity saving throw, taking (##d10) lightning damage on a failed save, or half as much damage on a successful one.
31 Poison Breath (Recharge 5–6). The creature exhales poisonous gas in a ##-foot cone. Each creature in that area must make a DC ## Constitution saving throw, taking (##d8) poison damage on a failed save, or half as much damage on a successful one.
32 Teleport (Recharge 4–6). The creature magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the creature can make one bite attack.
33 Split. When a creature that is Medium or larger is subjected to lightning or slashing damage, it splits into two new creatures if it has at least 10 hit points. Each new creature has hit points equal to half the original creature's, rounded down. New creatures are one size smaller than the original creature.
34 gains multi attack
35 Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6)
36 gain a 1/day fireball at base level
37 increase str by 2
38 increase dex by 2
39 increase con by 2
40 increase wis by 2
41 increase int by 2
42 increase cha by 2
43 vex gain arms to wield weapons
44 increase natural armor by 1
45 increase natural armor by 2
46 increase natural armor by 3
47 increase move speed by 10
48 increase move speed by 20
49 gain the ability to speak
50 increase dex save by 1
51 increase str save by 1
52 increase int save by 1
53 increase con save by 1
54 increase wis save by 1
55 increase cha save by 1
56 increase dex save by 2
57 increase str save by 2
58 increase con save by 2
59 increase wis save by 2
60 increase int save by 2
61 increase cha save by 2
62 Grappler have advantage on attack rolls when grappling, and can try to restrained a creature grappled
63 Magic Initiate - You learn two cantrips and one 1st-level spell from one class.
64 Savage Attacker - You can reroll melee weapon attack damage once per turn
65 Slasher - +1 in Str. or Dex., reduce target's speed by 10 ft when you hit (slashing) and target has disadvantage on attacks rolls.
66 1 random brood mother's gain 1 legendary action can happen 1 more times
67 entity gains 1 legendary action can happen any number of times
68 brood mothers gain a magic item
69 entity gains a legendary magic item
70 brood mothers start a fight by calling for 4 reinforcements
71 entity begins battle by calling a brood mother
72 brood mother west gains a rare magic item
73 brood mother east gains a rare magic item
74 brood mother south gains a very rare magic item
75 entity gains a mythic item
76 entity gains a lair action
77 vex gained bite attack
78 vex gain spine throw
79 brood mothers gain stone throw
80 vex gain once a day cast of lighting bolt
81 breath Acid 5 by 30 ft. line (Dex. save)
82 breath Lightning 5 by 30 ft. line (Dex. save)
83 breath Lightning 5 by 30 ft. line (Dex. save)
84 breath Fire 15 ft. cone (Dex. save)
85 breath Poison 15 ft. cone (Con. save)
86 breath Cold 15 ft. cone (Con. save)
87 all vex has a 50% chance to cast dominate monster entity has a 100% chance to manifest
88 gain the fly ability
89 increase all damage by one die
90 brood mothers have a chance to show up out side of the mountain
91 vex become more aggressive going into villages and  killing/harassing
92 increase str by 3
93 increase con by 3
94 increase dex by 3
95 increase int by 3
96 increase wis by 3
97 increase cha by 3
98 entity gains a pet young gold dragon pet
99 increase armor by 5
100 brood mothers become 10th level spell casters and Entity becomes 18th level spell caster

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!