Spin User (5e Creature)

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Design Note: This creature is not from the series, and is instead to diversify and expand upon concepts established in canon.

Spin User[edit]

Medium humanoid (Human), any alignment


Armor Class 12
Hit Points 27 (6d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 10 (+0) 12 (+1) 14 (+2) 16 (+3)

Skills Investigation +3, Perception +4, Persuasion +5, Sleight of Hand +2
Senses passive Perception 16
Languages Any one language
Challenge 1 (200 XP)


Dormant Ability. The Spin user can see Stands.

Brainstorm. The Spin user can replace any saving throw or their AC with an Intelligence saving throw. If the effect is a saving throw that allows them to take half damage on a success, they instead takes no damage on a success. This does not effect the results of a failure.

ACTIONS

Steel Ball. Melee or Thrown Weapon Attack: +4 to hit, reach 5 ft. or range 20/100, one target. Hit: 5 (1d8 + 2) bludgeoning damage. The Spin user only has 2 steel balls, but they return to them at the beginning of each of their turns after being thrown.


Gregorio_executioner.png
A Spin user acting as an executioner [1]

The Spin is a supernatural phenomenon that occurs when an object's rotation nears the golden ratio. With mastery, the Spin can accomplish amazing feats including but not limited to creating infinite energy, trapping a person in an inter-dimensional rift, or aging someone to death in an instant, but early in one's training they exist merely as a set of enhanced metal projectiles. Where a Spin user is, their horse is often quick to follow due to the enhanced generation of Spin two creatures can produce.



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