Sloth (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]

Large humanoid (Homunculus), lawful evil


Armor Class 25 (natural armor)
Hit Points 170 (20d8 + 80)
Speed 30 ft., burrow 30 ft.


STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 18 (+4) 8 (-1) 9 (-1) 8 (-1)

Saving Throws Str +13, Cha +5
Skills Acrobatics +8, Athletics +13, Intimidation +5, Perception +5, Stealth +8, Survival +5
Damage Resistances Psychic
Senses darkvision 60 ft., passive Perception 15
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. He can consume a philosopher's stone to regain 1/4 the number of Alchemic Stamina points as soul points. If this would increase his soul points above his maximum, he 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 him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

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

Tunneler. Sloth can can burrow through solid rock at half his burrow speed, and he leaves a 10-foot diameter tunnel in his wake.

Impenetrable Defense. Sloth has a damage reduction of 4.

Unkillable. When Sloth falls to 0 hit points, he loses 1 soul point and instead drop to 1 hit point, and he can only be instantly killed by effects that would cause him to be unable to be resurrected, such as the disintegrate spell. Additionally, while Sloth is at 0 hit points, he does not become unconscious and automatically succeeds his first 3 death saving throws, including failures from being attacked, but automatically fails every death saving throw after until the end of his next long rest.

ACTIONS

Multiattack. Sloth makes three attacks with his unarmed strike.

Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) bludgeoning damage. Sloth may spent 1 soul point to deal an additional 4 (1d8) damage on a hit.

Regeneration (1 Soul Point). As a bonus action, Sloth regains 4 ((1d8 + 4) / 2) hit points. Pride may spend 2 soul points to use Regeneration as a reaction, or 3 soul points to use it as a free action or when he is reduced to 0 hit points.

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

Clumsy Charge (1 Soul Point). Sloth's walking and burrowing speeds are doubled, and he makes 1 unarmed strike that deals twice as much damage. At the end of his turn, Sloth must attempt a DC 21 Dexterity saving throw. On a failure, he becomes prone and takes half as much damage as his unarmed strike dealt.


7s_sloth.png
[Source]

The fifth of Father's homunculi to be created, Sloth's role is singular: dig. Spending almost the entirety of his hundred-years life beneath Amestris creating the matrix for the nation-wide transmutation circle, his only two times above ground were shortly before his death. Despite being the physically strongest and fastest of the homunculi, Sloth's namesake keeps his abilities unrefined and clumsy, leading to him accidentally killing the entirety of the Amestrian Military's High Command, who had been taken hostage during the revolution, in an attempt to ambush Major General Olivier Armstrong, a prominent figure in the revolution. While able to hold out against the combined forces of Major General Armstrong, Major Alex Louis Armstrong, Izumi Curtis, and her husband Sig Curtis, the fight overworked his Philosopher's Stone, and Sloth happily accepted the eternal rest of death.

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 him 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.

Unaging. Sloth does not need to eat, drink, or sleep, and does not age.


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