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Knucklemaster

Knucklemasters are enormous disembodied hands that float generally a few feet off the ground, attempting to grab or smash their prey. Once grabbed the target will be squeezed to death or thrown violently.   Unlike their lesser kin, wallmasters, knucklemasters are more or less uniform in their appearance; they appear as muscular hands wrapped in metal gauntlets, with a singular large eyeball taking up most of their exposed, veiny palm.
Also unlike their counterparts, their eyes resemble humans' eyes and emit no light.

Stats

Large aberration, lawful evil
  • AC=18 (plate armor)
  • HP= 120
  • Spd= 30', fly 40' (Hover), halved when carrying a large creature
  • STR= 25 (+7)
  • DEX= 12 (+1)
  • CON= 15 (+2)
  • INT= 11 (+0)
  • WIS= 14 (+2)
  • CHA= 11 (+0)
Saving Throws: Con +5, Cha +3 Skills: Athletics +10, intimidation +3 Senses: blindsight 90', truesight 30', passive Perception 15 Languages: understands Blin and Stal but can't speak Challenge: 7
Brute. A melee weapon deals one extra die of its damage when the knucklemaster hits with it (included in the attack).
Grappler. The knucklemaster has advantage on attack rolls against any creature grappled by it.
Keen Sight. The knucklemaster has advantage on Wisdom (Perception) checks that rely on sight.
Siege Monster. The knucklemaster deals double damage to objects and structures.
Weak Point. The knucklemaster has vulnerability to piercing damage, but only from attacks that specifically target its eye. Any attack roll made as a called shot, such as against this weak point, is made with disadvantage.
Actions
  • Multiattack. The knucklemaster makes two slap attacks.
  • Slap. Melee Weapon Attack: +10 to hit, reach 5', all targets in a 5 ft. square. Hit: 3d6 + 5 bludgeoning damage.
  • Knuckle Smash (Recharge 5-6). Melee Weapon Attack: +10 to hit, all creatures in a line that is 20 feet long and 10 feet wide. Hit: 3d20 + 5 bludgeoning damage. A hit target must succeed on a DC 16 Strength throw or be knocked up to 10 feet away in the direction of the attack's line, and be knocked prone. The knucklemaster can move to any point of the line without expending movement, and this movement does not provoke opportunity attacks. If the knucklemaster does not damage at least one target with this attack, its turn immediately ends, and all attack rolls have advantage against it until the start of its next turn.
  • Grab (Recharge 1). Reach 5'. The knucklemaster targets one creature within reach of size Large or smaller. The target must succeed a DC 15 Dex saving throw or it is grappled (escape DC 15). While the target is grappled, the knucklemaster cannot attack another target. On a successful save the target is not grappled. 
  • Squeeze. The knucklemaster targets one creature it is grappling and squeezes it for 2d8 bludgeoning damage.
  • Throw. The knucklemaster launches targets one creature it is grappling and launches them at high speed up to 50' away. Upon impact, the target takes 1d6 bludgeoning damage per 10' less than 60' traveled (i.e. a creature thrown 25' takes 4d6 bludgeoning, as 60-20=40). If the target is thrown at an other creature, the non-targeted creature must make a DC15 Dex saving throw or take the same damage as the target, half damage on a success.  

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