Skip to main content

Acherontia Doomsayer




Wherever the acherontia’s wings flutter, doom shall follow. Everyone knows this adage and feels unrelenting dread whenever one of these moth-like humanoids appears in the vicinity. Standing just over 6 feet tall, not including antennae, the archeronita has a waspish figure - pun intended. Their spindly limbs are covered in a fine downy, their wings a colorful collection of skulls. Most find their faces vaguely human, if not for the massive, glowing red eyes. The humanoids wear free-flowing shrouds befitting their cosmic duties. The doomsayer never seeks conflict but is often set upon whenever they appear. Whenever the acherontia arrives at a location it is merely to watch the tragedy unfold. However, many falsely believe slaying them will avert disaster. Often, this leads to further heartache for while the doomsayers are a peaceful lot, they are not pacifists and will defend themselves.

Acherontia Doomsayer

Medium humanoid (Acherontia), lawful neutral

Armor Class 13

Hit Points 91 (14d8 + 28)

Speed 30ft

Speed 60ft

Str 15 Dex 17 Con 15 Int 10 Wis 16 Cha 10

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities cold

Senses darkvision 60 ft., truesight 60 ft., passive Perception 13

Languages understands All but cannot speak

Challenge 4 (1,100 XP)

Antennae to the Spheres.

As long as the acherontia isn't incapacitated, it cannot be surprised.

Ethereal Sight.

The acherontia can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

Limited Telepathy.

The acherontia can magically communicate simple ideas, emotions, and images telepathically with any creature within 120 ft. of it.

Tragedy's Flame (1/week).

The acheronita's antennae constantly detect future tragedies on its plane. The humanoid invariably finds itself drawn to a specific catastrophy and the desire to see it instantly teleports the acheronita to the vicinity where the incident will unfold.

Actions

Antennae.

Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 5 (1d8+3) slashing damage. If the acherontia is currently affected by Prey Response, the attack deals an additional 9 (2d8) psychic damage.

Doomsay.

Ranged Spell Attack: +5 to hit, range 30/90 ft., one target. Hit: 10 (3d6) psychic damage.

Reactions

Prey Response.

If the acherontia is hit by an attack and not incapacitated, it can use its gain use its reaction to gain advantage on attack rolls, ability checks, and saving throws until the end of its next turn. Additionally, other creatures have disadvantage on attack rolls against the acherontia for the duration.

Comments

Popular posts from this blog

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Piecemeal

Eveyrone should be free to live as they want and die as terribly as they can. This is the creed that the strange collection of bodyparts known as Piecemeal holds. Originally, it was a trio of kobolds who attempted a 'ritual' of their own design meant to grant immortality. Instead, it tore the three creatures into pieces that forgot how to die. The mass went quite mad and seeks to free other body parts from the 'bondage' of well, being part of a body. Travelling as three kobolds in a trenchcoat, Piecemeal wages a brutal war against 'slave owners' (IE anything with a body) and adds new parts to its collectiona as needed to keep the revolution going. Over time little of the kobolds remain, but it still rambles about in a trenchcoat spouting its made philosophy. Piecemeal Medium swarm of tiny undead creatures, chaotic neutral Armor Class 11 136 (16d8 + 64) Speed 30 ft Climb 20 ft ...