Abyssal Scyphozoa (SAI.FUH.ZOW.UH)
Name: Abyssal Schyphozoa (Celestial) | Vulnerabilities: Telekinesis Immunities: Lightning Damage Resistances: Bludgeoning, piercing, and slashing from nonmagical attacks that aren’t vestinite. Condition Immunities: Paralyzed |
AC: 17 HP:150 Speed: Fly 60 ft. | Challenge: 10 (5,900 XP) Proficiency Bonus: +4 Saving Throws: Wis +4 Feats: Conductive Armor. Every creature that hits with a physical attack must roll an intelligence saving throw of 11 or be struck with “Paralyzed.” |
STR 9 (-0) DEX 11 (+0) CON 11 (+0) INT 20 (+5) WIS (+4) CHA 6 (-2) | Actions: Multiattack: Make an attack with four lightning stings. Lighting Sting: +9 to hit, 2d4+4 Lightning Damage. The player hit by this must make an Intelligence saving throw of 10 or be inflicted with “Paralyzed” for their next turn. Plasma Cannon. The Scyphozoa unleashes a beam of supercharged gas in a 10x80 ft. trajectory. (Unlike a cone, the beam’s starting point can be within 80 of the Scyphozoa) Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. |

A paralyzed creature is incapacitated (see the condition) and can’t move or speak.
The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have advantage.
Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
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