General Talshua'Riyy (5e Creature)

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General Talshua'Riyy

Large monstrosity (Yuan-ti), lawful evil


Armor Class 18 (Plate)
Hit Points 301 (21d10 + 175)
Speed 35 feet


STR DEX CON INT WIS CHA
22 (+6) 17 (+3) 20 (+5) 18 (+4) 16 (+3) 19 (+4)

Damage Vulnerabilities (See Shield of Eldritch Might)
Damage Immunities Poison, (See Shield of Eldritch Might)
Condition Immunities Poisoned
Senses passive Perception 17
Languages Abyssal, Common, Draconic
Challenge 12 (8,400 XP)


Innate Spellcasting The General's innate spellcasting ability is Charisma (spell save DC 16). It can cast the following spells requiring no material components.

At will: animal friendship (snakes only)

3/day each: darkness, fear, suggestion

Metal Resistance The General has advantage on saving throws against being charmed and magic cannot paralyze him.

Magic Resistance The General has advantage on saving throws against spells and other magical effects.

Shapechanger The General can use its action to polymorph into a large giant constrictor snake, into a specific or generic humanoid or back into his true form. His statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.

Shield of Eldritch Might As an action, the General can bring up his Shield of Eldritch Might. While this shield is up he gains immunity to all damage except for one elemental type, for which he gains vulnerability. The General says "Raul Sualmun Ki Sheeald Un Ethialic Asik Son _____" (This is in Abyssal and means roughly, "I summon the shield of Eldritch Might and _____". If the General takes damage from a concentrated attack and damage type he is vulnerable to, the Shield goes down and the General cannot resummon it on his next turn.

1- Cold "Dolc" which means he as vulnerability to Fire damage from a concentrated blast.

2- Fire "Eirf" which means he as vulnerability to Cold damage from a concentrated blast

3- Acid "Dcia" which means he as vulnerability to Lightning damage from a concentrated blast

4- Lightning "Gightninl" which means he as vulnerability to Acid damage from a concentrated blast

5- Necrotic "Cecrotin" which means he as vulnerability to Radiant damage from a concentrated blast

6- Radiant "Tadianr" which means he as vulnerability to Necrotic damage from a concentrated blast

7- Poison "Noisop" which means he as vulnerability to Thunder damage from a concentrated blast

8- Thunder "Rhundet" which means he as vulnerability to Poison damage from a concentrated blast

9- Force "Eorcf" which means he as vulnerability to Psychic damage from a concentrated blast

10- Psychic "Csychip" which means he as vulnerability to Force damage from a concentrated blast

ACTIONS

Multiattack (Abomination or Humanoid form only) The General makes either 2 or 4 Eldritch Scimitar Attacks, or 2 of The General's Heavy Crossbow Attacks.

Eldritch Scimitar (Abomination or Humanoid form only) Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d6 + 6) slashing damage plus 7 (2d6) (force, cold, lightning, acid, poison or force damage).

Constrict Melee Weapon Attack: +10 to hit, reach 15 ft., one medium or smaller target. Hit: 13 (2d6 + 6) bludgeoning damage plus 7 (2d6) acid damage, and the target is grappled (escape DC 16). Until this grapple ends the target is restrained and takes 13 (2d6 + 6) bludgeoning damage plus 7 (2d6) acid damage at the start if its turns, and the General can't constric another target.

The General's Heavy CrossbowRanged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 7 (2d6) poison damage.

REACTIONS

Parry (4 uses per turn) The General adds 2 to its AC against one melee attack that would hit it. To do so, the General must see the attacker and be wielding a melee weapon.

LEGENDARY ACTIONS

The 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 regains spent legendary actions at the start of its turn.

Relentless Attack The General makes a attack

Spinning Advance (Costs 2 actions) The General moves his speed and can moved through enimens and allies costing no extra terrain. ANyone who he moves through must make a 15 dex save or take full damage, 13 (2d6 + 6) slashing damage plus 7 (2d6) (force, cold, lightning, acid, poison or force damage).

Spinning Fury (Costs 2 Actions) The General spins his blades attacking all within 10 ft of him. Each must make a 15 dex save or take full damage, 13 (2d6 + 6) slashing damage plus 7 (2d6) (force, cold, lightning, acid, poison or force damage).



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