Vexpa (In Lair) (5e Creature)

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Vexpa (In Lair)[edit]

Gargantuan fiend (demon), chaotic evil


Armor Class 18 (natural armor)
Hit Points 230 (20d10 + 120)
Speed 30 ft., fly 100 ft.


STR DEX CON INT WIS CHA
22 (+6) 30 (+10) 22 (+6) 20 (+5) 20 (+5) 20 (+5)

Saving Throws Dex +19
Damage Resistances Damage from Lair affected Creatures
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 15
Languages all, telepathy 120 ft.
Challenge 30 (155,000 XP)


Lair Actions. Creatures who enter Vexpa's Lair are immediately subject to a DC 20 Charisma saving throw. On a failure, the target (and their gear) are shrunken down two size levels. All vexpa related creatures that say in lair have already been edited to fit this rule. On a success, the target is not shrunken. For them, Vexpa uses her non lair statistics. However, they must repeat the saving throw every D4 minutes. Vexpa can also take humanoid form as a bonus action. When she does, she takes the appearance of a young women wearing clothing resembling her shell. Her humanoid form has wings, and is any size from gargantuan to tiny. While in humanoid form, her AC is 10, and her stinger takes the form of a sword. Her HP lowers to 32D8 + 25, and she can then speak common. Also, every hour, Vexpa can use one of the following actions (or if a creature is stung they also have an ability used on them.

One creature must make a DC 15 Constitution Saving Throw. On a failure , the target is shrunken another size level. They can repeat the saving throw, ending the effect on a success. The target has disadvantage on attack rolls, and gain 1+ to ac. They deal one less damage die (1 damage if they run out of dice) and they have half health for the duration of this effect.

One creature must make a DC 10 Constitution Saving Throw. On a failure, the target transforms into a minion of vespa (in lair). Their statistics are completely replaced, and they are now under vexpa's control. They can repeat the saving throw (using minion statistics), ending the effect on a success.

One creature must make a DC 10 Constitution Saving Throw. On a failure, the target is attacked by parasites in their blood-stream. After 1 Hour, if not treated, insect hatchlings will burst out of their body. The target takes 1D20 Necrotic damage (4D20 if shrunken) and is knocked unconscious.

Swarm Leader. Vexpa can issue telepathic commands to any of her minions, at any time. If she is killed, the minions will avenge her.

ACTIONS

Stinger. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 90 (8D8 + 20) poison damage and the target must succeed on a DC 15 Consitution saving throw or become poisoned for D8 rounds. Also, the target is subject to one of Vexpa's lair effects.

LEGENDARY ACTIONS

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

Evade. Vexpa flys up to half her speed.

Sting. Vexpa makes one attack with her stinger.

Summon. (Costs 2 Actions) Vexpa summons D4 Minions (In Lair.)

Vexpa is a demon lord who lives in her layer of the abyss. She controls her army of minions, and her layer bends to her will. In appearance, she appears to be a large, green, wasp. She is a magic user, but her magic only extends to her plane of existence. She can leave, but she is weak outside of her plane. As she is in her plane, Vexpa shrinks all guests down to size, making them easy to dispatch. When in her lair, she can take humanoid form. Vexpa is often acceptive of fey creatures, and may allow them into her plane, as they often use size changing magic and hate large folk. When Vexpa leaves her layer, she loses most of her power and uses her normal statistics.



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