Crystalline Divine Child (5e Creature)

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Crystalline Divine Child[edit]

Medium construct (Demon), neutral


Armor Class Same AC as yours -1 for every 2 clones out. (natural armor)
Hit Points 1/2 of your total HP.
Speed 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 17 (+3) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Str +7, Dex +9, Con +9
Skills Acrobatics +9, Athletics +7
Proficiency Bonus 6
Damage Vulnerabilities radiant, fire
Damage Resistances cold
Damage Immunities necrotic, poison, psychic
Condition Immunities frightened, charmed, poisoned, unconscious
Senses passive Perception 20
Languages
Challenge 0 (0 XP)


Scaling This construct becomes stronger based on the strength of it's summoner. It's Strength, Dexterity, Constitution, increase by an amount equal to the summoner's Charisma modifier. It's attack rolls, save DC, as well as damage bonus also increases by +1 every time it's dexterity modifier increases.

Blood Demon Points The crystalline divine child has an amount of blood demon points equal to 1/3th of the summoner's total rounded up.

Energy Sharing The divine children can pool their blood demon points together if they're within 10 ft of each other. Allowing them to perform an attack they otherwise wouldn't have enough blood demon points for. Doing so uses up all the participating children's actions.

Retained Information Any information received by the divine child is recorded and relayed to the caster.

Immutable Form The divine child is immune to any effect that would alter it's form.

Demonic Enhancement The divine child's attacks count as magical.

ACTIONS

Multiattack. The divine child can attack twice with it's weapon attack.

Weapon Attack Melee Weapon Attack: +10 to hit, reach equal to summoner's weapon., one target. Hit: The same damage as the summoner's weapon but the dice is lowered by 1 tier.

Frozen Lotus (2 Blood Demon Points) The Divine Child performs frozen lotus. Forcing all creatures in a 15 ft cone to succeed a DC 16 dexterity saving throw, taking 3d8 cold damage and receiving 1 rank of frozen breath on a failed save. Taking half damage with no further effects on a successful save.

Freezing Clouds (4 Blood Demon Points) The Divine Child performs freezing clouds. Forcing all creatures within 20 ft to succeed a DC 16 constitution saving throw, taking 4d10 cold damage and receiving 2 ranks of frozen breath on a failed save. Taking half damage with no further effects on a successful save.

Lotus Vines (4 Blood Demon Points, Lotus Mastery Feat Required) The Divine Child performs Lotus Vines. Forcing one creature within a 20 ft range to succeed a DC 16 dexterity saving throw. Taking 1d12 slashing damage on a successful save. Taking 1d12 slashing and 1d12 cold damage while receiving 1 rank of frozen breath on a failed save. While in these vine’s restraints they cannot make a constitution save to remove stacks of frozen breath. A creature can attempt to break out by making a DC 14 strength save as an action, breaking out on a success and remaining trapped on a failed save. Creatures who end their turn restrained by Lotus Vines take 1d6 slashing + 1d6 cold damage.

Wintry Icicles (6 Blood Demon Points) The Divine Child performs Wintry Icicles. Choosing a point within 30 feet and dropping numerous frozen icicles on the selected point, forcing all creatures within 10 feet of the selected area to succeed a DC 16 dexterity saving throw. Taking 4d12 Piercing Damage and 2d10 Cold Damage while receiving 2 ranks of frozen breath on a failed save. Taking half damage with no further effects on a successful save.

Scattering Lotuses (8 Blood Demon Points, Lotus Mastery Feat Required) The Divine Child performs Scattering Lotuses. Forcing creatures in a 30ft wide cone to succeed a DC 16 dexterity saving throw. Taking 3d10 slashing and 3d10 cold damage on a failed save while receiving 3 ranks of frozen breath. Taking half damage with no further effects on a successful save.

Cold White Princesses (10 Blood Demon Points, Ice Sculpting Mastery Feat Required) The Divine Child performs Cold White Princesses. Forcing creatures in a 40 ft cone to succeed a DC 16 constitution saving throw. Taking 7d12 cold damage and receiving 4 ranks of frozen breath on a failed save. Taking half damage with no further effects on a successful save.

REACTIONS

Opportunity Attack The divine child can make a weapon attack if a creature leaves it's range. Creatures struck by this attack have their movement speed cut in half until the start of their next turn.

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