Skip to main content

The Usurper




Covered in black fur, the Usurper’s form is crisscrossed with glowing red scars telling the tale of his violent exile, mercenary, and eventual return to take what was always rightfully his. Save, the position he holds at the head of a pride of dire lions was never his. That fell to the firstborn, whom the Usurper always despised. The Usurper also hated himself, for he was born with a loathsome secret. While he looked like a jet-black dire lion, there was something wrong, something different. He could understand other beasts, his blood ran vibrant red, and even the ugliest wound healed always leaving a wound behind. Worst of all he was as smart as any humanoid, and even then smarter than most. Oh, it chaffed to have that plain, ignorant firstborn be the favored child.


The Usurper had good reason to fear his difference for once it was discovered when in a moment of weakness he saved the firstborn’s life from a rampaging elephant instead of being rewarded and praised, the black lion was exiled from the pride. His family believed the savannah would swallow him, or the humans would slay him. They didn’t know the Usurper’s final secret, he could speak the human tongue. At first, the talking lion had difficulty, but it wasn’t long before warlords found his intelligence and prowess useful. The Usurper learned how to be hard and ruthless from his employers. One day, he returned, killed the firstborn, and took the pride for himself. With that came a rush of newfound, stolen powers. It seems there was some merit to being the King of the Jungle after all.

The Usurper

Large monstrosity, neutral evil

Armor Class 17 (natural armor)

Hit Points 123 (13d10 + 52)

Speed 40ft

Str 18 Dex 14 Con 18 Int 18 Wis 13 Cha 20

Skills Deception +9, Perception +5, Persuasion +9, Stealth +6

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

Condition Immunities frightened

Senses darkvision 120 ft., passive Perception 15

Languages Common, Dwarvish

Challenge 11 (7,200 XP)

Legendary Resistance (3/day).

If the Usurper fails a saving throw, he can choose to succeed instead

Beast Speech.

The Usurper can communicate with any Beast or Monstrosity by speaking Common, understanding their responses.

King Slayer.

The Usurper deals double damage to all Beasts.

Magic Weapons.

The Usurper's weapon attacks are magical.

Pounce.

If the Usurper moves at least 20 ft. straight toward a target and then hits it with a claw attack on the same turn, the target takes an extra 9 (2d8) slashing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the Usurper can make another claw attack against it as a bonus action.

Rampage.

When the Usurper reduces a creature to 0 hit points with a melee attack on its turn, the Usurper can take a bonus action to move up to half its speed and make a claw attack.

Regeneration.

The Usurper regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack.

The Usurper makes two claw attacks.

Bite.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage. In addition, the creature must succeed on a DC 17 Wisdom save or be Frightened of the Usurper until the end of its next turn.

Claw.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Legendary Actions

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

Claw (1 point).

The Usurper makes one claw attack.

Move (1 point).

The Usurper takes a Move

Curse of the False Crown (2 points).

The Usurper targets a humanoid it can see within 120ft and curses it with his stolen power. The creature must succeed on a DC 17 Wisdom save or be polymorphed into a beast of CR 1 or less for the next hour. This legendary action otherwise functions like the polymorph spell. The effect can be dispelled early by remove curse or a like effect.

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 ...