The Doctor (5e Creature)

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Medium humanoid (Time lord), chaotic good


Armor Class 19 (natural armor)
Hit Points 240 (30d10 + 60) (d10)
Speed 40ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 26 (+8) 18 (+4) 20 (+5)

Saving Throws int +18, cha +14
Skills Sleight of Hand +12, history +18, investigation +18, religion +18, perception +14, survival +14, Deception +15, Intimidation +15, Performance +15, Persuasion +15
Damage Vulnerabilities poison
Damage Immunities radiant
Condition Immunities frightened, charmed, exhaustion
Senses passive Perception 24
Languages all
Challenge 20 (0 XP)


Regeneration. When you reach 0 hit points, instead of making death saving throws, you may instead choose to regenerate. When you decide to regenerate, two lines of radiant energy originating from you extend to 30 feet in any direction of your choice, along with a third beam, which shoots directly upward for 30 feet. Any creatures touching these beams make a DC 12 Dexterity saving throw, taking 2d10 radiant damage on a failed save or half as much on a successful one. The regeneration process lasts for one round, during which if you take damage, you must make a Constitution saving throw with a DC of 8 plus the amount of damage taken; on a failed save, you are automatically killed. After regenerating, the beams of light disappear and you are restored to full health with a new body. In order to create your new body, take the following steps:

   1. Re-roll for your height and weight.
   2. Re-roll for a new personality trait (this must be different from your last three bodies).
   3. Roll 1d4 (1=if your Charisma score is greater than 1, decrease your Charisma score by 1, otherwise, do nothing; 2-3=do not change your Charisma score; 4=if your Charisma score is less than 20, increase your Charisma score by 1, otherwise, do nothing).
   4. Describe your new appearance, including selecting a gender, eye color, skin color, and hair color (at least one of these must be different from your previous body). Note that no two bodies can be identical; there must be some noticeable differences between your new body and all of your other ones.

For 8 hours after regenerating, you heal of 1 hit point at the beginning of each round, you subtract 5 feet to your speed, and you have disadvantage on all attack rolls, ability checks, and saving throws. Additionally, you are afflicted with a form of long-term madness for the first 24 hours after your regeneration. You cannot use this ability more than 12 times, unless your DM creates some circumstance which gives you another regeneration cycle (12 regenerations) from the Time Lord government. After you have exhausted all of your regenerations, you must make death saving throws as usual if you reach 0 hit points. Even if you are resurrected after dying through a different process, you do not regain spent regenerations.

ACTIONS

Action Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage.

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.



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