Fezandipiti (5e Creature)
Fezandipiti[edit]
Medium fey, chaotic evil Armor Class 14 (natural armor)
Saving Throws Wis +10 Toxic Chain When Fezandipiti make a damaging or effect action on a creature, roll a d20. If the result is 16-20,the opponent is poisoned, and takes 1d6 poison damage each turn. When it's their next turn, they make a con save of a DC of 14, losing 1 every turn, or stay poisoned. if lower than 16, this does nothing. Pixilate (3/Day). When Fezandipiti deals damage, he can deal an additional 7 (2d6) radiant damage. ACTIONSBeat Up. As an action, Fezandipiti barrage an enemy with slaps. He makes an unarmed strike, and If the attack hits, roll a d8 for necrotic damage, and he may make another such unarmed strike against the same target. This process repeats until he misses. Dazzling Gleam. Fezandipiti puts his body on showcase, and everyone who sees him must make a wisdom save throw or take 2d12 radiant damage, be charmed by him, and be blinded for 30 seconds. Gust. Fezandipiti must be flying to do this attack, he flaps his wings very hard, causing a powerful gust of wind. everyone must make a strength save throw, or take 4d12 force damage, and be knocked prone. Sludge Bomb. Fezandipiti creates a poisonous bomb that can be thrown at 120 ft, roll AC and on a hit, the target takes 6d10 poison damage, and is poisoned.
LEGENDARY ACTIONSFezandipiti 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. Fezandipiti regains spent legendary actions at the start of his turn. Detect. Fezandipiti makes a Wisdom (Perception) check. |
See also[edit]
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