Lin Kuei Fumomancer (5e Creature)

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Lin Kuei Fumomancer[edit]

Medium humanoid (any race), any chaotic alignment


Armor Class 12
Hit Points 120 (16d8 + 48)
Speed 30 ft., climb 20 ft., swim 20 ft.


STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Dex +6
Proficiency Bonus +4
Senses passive Perception 10
Languages Common
Challenge 9 (5,000 XP)


Evasion. When the fumomancer is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Innate Spellcasting. The fumomancer's innate spellcasting ability is Charisma (spell save DC 12). The fumomancer can innately cast the following spells, requiring no material components:

1/day each: flicker, fog cloud, gaseous form

Resilience. If damage reduces the fumomancer to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the fumomancer drops to 1 hit point instead.

ACTIONS

Dagger Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 2) piercing damage.

Gripping Smoke (Gaseous Form Only). A creature in the fumomancer's space must succeed on a DC 14 Strength saving throw or take 7 (2d6) bludgeoning damage and if it is Medium or smaller, it is also grappled (escape DC 12). Until this grapple ends, the target is restrained. If the saving throw is successful, the creature is pushed out of the fumomancer's space. At the start of each of the fumomancer's turns, the grappled creature takes 7 (2d6) bludgeoning damage. A creature within 5 feet of the fumomancer can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.

Breath Weapon (Recharge 6). The fumomancer uses one of the following breath weapons:

Smoke Breath. The fumomancer exhales poisonous smoke in a 30-foot cone. The cone spreads around corners, and its area is heavily obscured. When a creature starts its turn inside the smoke or enters the smoke for the first time on its turn, it must succeed on a DC 15 Constitution saving throw or take 5 (2d4) poison damage. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Steam Blast. The fumomancer shoots a 30-foot line of heated steam that is 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 11 (2d10) fire damage and if it is Medium or smaller it is pushed up to 10 feet away from the fumomancer and knocked prone. On a successful save, the creature takes half as much damage and isn't pushed or knocked prone.

BONUS ACTIONS

Finish Him! When the fumomancer reduces a creature to 0 hit points with a melee attack on its turn, the fumomancer moves up to half its speed, recharges and uses its smoke breath or steam blast, or one melee attack.

Shadow Stealth. While in dim light or darkness, the fumomancer takes the Hide action.


Smoke ninja.jpg

Fumomancers are among the most elusive kombatants trained by the Lin Kuei. Their ability to traverse and infiltrate enemy territory is as skilled and versatile as the smoke they command, their usefulness in combat wide ranging.

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