Spinescourge (Corebound Awakening Supplement)
Spinescourge[edit]
Large mana beast, unaligned Armor Class 20 (natural armor)
Proficiency Bonus +4 SHP = 126 MP (Mana Points) = 70 Mana Core: Sentient Metal Aspect. Nonmagical weapons attacking the Spinescourge have disadvantage unless made of adamantine or enchanted. Reactive Armor. When a creature misses the Spinescourge with a melee attack, it may immediately make a Quill Lash attack as a reaction. Razorhide. Any creature that grapples or hits the Spinescourge with natural/unarmed attacks takes 2d8 piercing damage. Minor Spellcasting. Can cast spells up to 6 difficulty. ActionsMultiattack. The Spinescourge makes two attacks. Bladed Pincer. Melee Attack: +9 to hit, reach 10 ft. Hit: 19 (3d8 + 5) slashing + 1d8 piercing Quill Jab. Melee Attack: +9 to hit, reach 5 ft. Hit: 16 (2d10 + 5) piercing. If target is wearing metal armor, they must make a DC 18 Constitution save or begin bleeding, taking 1d6 damage at the start of each turn (save ends at end of turn). Iron Spire (Recharge 5–6). Slam a limb into the ground, erupting a spike of metal from beneath a target. Range: 60 ft. Target must make DC 18 Dex save. On fail, takes 6d10 piercing damage and is restrained. On success, takes half and is not restrained. The spike remains as difficult terrain. Battlefield Action: Impale BloomTell (End of Turn): The Spinescourge lowers its head and roars silently. Its quills vibrate, preparing for a massive release. Trigger (Start of Next Turn): Unleashes Quill Bloom, erupting in a 40 ft radius sphere of mana-forged spikes: All creatures in range must make a DC 18 Dexterity saving throw or take 8d8 piercing damage and become pinned to the ground (speed halved, no reactions). Terrain becomes difficult and bleeding targets cannot be stabilized for 1 minute. Counter Options: Interrupt: A creature with Metal affinity can succeed a DC 20 Arcana check to discharge the build-up by targeting the Guardian with a spell that disrupts magical buildup. Mitigate: Stay outside the Impale Bloom Field. Control: If the serpent is incapacitated before its turn, the Impale Bloom fizzles out harmlessly.
Sentient Core: 20% for the core to have the beast's will in it.
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