Sloth, 2003 (FMA Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Homunculus (5e Class) class and Monster (5e Background) background, and as such does not follow traditional CR.

Sloth[edit]

Medium humanoid (Homunculus), lawful evil


Armor Class 20 (natural armor)
Hit Points 110 (20d8 + 20)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 20 (+5) 10 (+0) 12 (+1)

Saving Throws Int +11, Cha +7
Skills Acrobatics +9, Deception +7, Perception +6, Persuasion +7, Stealth +9, Survival +6
Damage Resistances Psychic
Senses darkvision 60 ft., passive Perception 16
Languages Common
Challenge 20 (25,000 XP)


Soul Points. Sloth has 20 soul points, which are regained at the end of a long rest, and 20 temporary soul points. Shee can consume a philosopher's stone to regain 1/4 the number of Alchemic Stamina points as soul points. If this would increase her soul points above her maximum, she instead gains temporary soul points. TSP can stack and can be used in the same manner as normal soul points, but are not regained at the end of a long rest.

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

Soul Surge. On her turn, Sloth can spend 3 soul points to take one additional action on top of her regular action and a possible bonus action.

Amorphous. Sloth may make an Intelligence saving throw instead of an Athletics check when grappling or attempting to escape a grapple, and she may move through gaps as small as 1 cubic foot without squeezing.

ACTIONS

Multiattack. Sloth makes three attacks with her unarmed strike.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 4 bludgeoning damage. Sloth may spent 1 soul point to deal an additional 4 (1d8) damage on a hit. Sloth can spend 3 soul points on a hit to flood the interior of their entire body with a vast amount of water, which remains there for 20 days or until they are no longer on the same plane of existence. As an action, she may cause the water to rapidly expand. The creature must make a DC 19 Constitution saving throw. If it fails, it is reduced to 0 Hit Points. If it succeeds, it takes 55 (10d10) necrotic damage.

Regeneration (1 Soul Point). As a bonus action, Sloth regains 5 (1d8 + 1) hit points. Sloth may spend 2 soul points to use Regeneration as a reaction, or 3 soul points to use it as a free action or when she is reduced to 0 hit points.

Unyielding (1 Soul Point). Sloth takes the dash, dodge, or disengage actions as bonus actions. She can take each of these actions on the same bonus action for 1 additional soul point.

Watery Prison. While sloth is grappling a creature, they begin suffocating until she is no longer grappling them.

Lure (2 Soul Points). One creature within 15 ft. that can see Sloth must attempt a DC 19 Charisma saving throw. On a failure, until the end of her next turn, they have disadvantage on attack rolls against her and saving throws caused by her, and she has advantage on attack rolls against them and saving throws caused by them.

Puddle (1 Soul Point). Until the end of Sloth's next turn, she becomes unconscious and vulnerable to fire and lightning damage, but immune to all other types of damage and any effect that does not also deal fire or lightning damage.


Sloth_Designe.jpg
[Source]

Much like Dante's other homunculi, Sloth is a soul pulled from the Gate of Truth after someone tried to bring her back to life, in her case being the resurrected mother of Edward and Alphonse Elric's mother. Taking the pseudonym "Juliet Douglas", she was placed as King Bradley's secretary, where she used her power to keep the homunculi a secret, in particular setting up the assassination of Lt. Maes Hughes. After Wrath appeared, Sloth was sent to bring him to Dante in order to keep him out of Greed or the Elric's hands, becoming something of a mother figure to the confused boy. When the Elric brothers found there way into the homunculi den, she used her appearance to manipulate the two, hoping to kill them and any of Trisha's remaining memories. However, when she had the chance to kill the two, Lust betrayed her, believing that the Elrics had a better chance of making her human than Dante.

Vortex of Souls. When Sloth is targeted by detect magic or a similar effect, or contacted by any form of two-way telepathy, the caster hears the screams of every soul inside of her and must succeed a DC 22 Charisma saving throw or become frightened for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Mystically Mundane. Sloth can not spend spell slots or Alchemic Stamina.

Flowing Water. Sloth may change the appearance of her clothes, and her hair, eye, and skin color at will.


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