Glassborn (Corebound Awakening Supplement)

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Glassborn[edit]

Large mana beast, unaligned


Armor Class 19 (natural armor)
Hit Points 60 (7d10 + 14)
Speed 40 ft, hover 20 ft


STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 18 (+4) 14 (+2) 18 (+4) 16 (+3)

Proficiency Bonus +4
Senses passive Perception 14
Languages
Challenge N/A (5000 XP)


SHP = 110

MP (Mana Points) = 64

Mana Core: Sentient Glass Aspect. May spend 3 MP to reflect a spell back at the caster. Add the same time it can spend 2 MP to Teleport 20 ft to a location visible through a reflective surface (even illusions or mirrored terrain count).

Fractured Mirror Cloak. The first attack made against it each round has disadvantage as the attacker strikes a phantom image.

Spell Split. Once per round when targeted by a spell of 4 difficulty or lower, the Glassborn may split the effect: half affects it, half redirects to another target within 30 ft.

Glass body The Glassborn is vulnerable to bludgeoning damage.

Minor Spellcasting. Can cast spells up to 6 difficulty.

Actions

Multiattack. Makes two horn or hoof attacks.

Horn Slash. Melee Attack: +9 to hit, reach 5 ft, Hit: 17 (2d10 + 5) slashing + 1d6 force

Hoof Crash. Melee Attack: +8 to hit, Hit: 15 (2d8 + 5) bludgeoning and knocks target 10 ft on fail (DC 15 STR)

Battlefield Action: Mirrorfield Surge

Tell (End of Turn): At the end of its turn, its body fractures into thousands of slowly orbiting shards, forming a floating dome of mirrored fragments.

Trigger (Start of Next Turn): All spell attacks within 30 ft have a 50% chance to redirect to a random creature in the area (including the caster).

All projectiles and rays entering the area are reflected at a new target (DM’s discretion).

Area lasts until the start of the Glassborn’s next turn.

Counter Options:

Interrupt: A creature with Glass affinity can succeed a DC 20 Arcana check to discharge the build-up by targeting the Glassborn with a spell that disrupts magical buildup.

Control: A creature that deals 50+ bludgeoning damage to the Glassborn before its next turn suppresses the build-up, disabling the ability by shattering to many of its reflections.


Core Drop: 20% for the core to survive the death of the monster, if it does not survive it shatter, it pushes anyone who is in 5 ft of it 5 ft back and makes them prone. Anyone who is in 5 ft from the core on shattering regains half of the max MP the core has and anyone in 10 ft a quarter.

Sentient Core: 20% for the core to have the beast's will in it.



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