Xingese Alkahestris (FMA Supplement)
From D&D Wiki
Medium humanoid, lawful neutral Armor Class 16 (natural armor)
Saving Throws Dex +6, Con +2, Int +3 Skirmish Defense. After having moved at least 15 ft. in one round, the alkahestris's AC becomes 18 until the start of their next turn. Skirmish Attack. Once per turn, the alkahestris can deal an extra 7 (2d6) damage to a creature they hit with an attack after having moved at least 15 ft. in one round. The attack must use a finesse or a ranged weapon, and the target must be within 30 feet of the alkahestris. Battle Fortitude. The alkahestris has a +1 bonus to initiative rolls and Constitution saving throws (included in bonus). Swift Action. The alkahestris can take an additional bonus action on each of their turns. This action can only be used to take the Dash or Disengage actions, or to interact with an additional object. Alkahestry. The alkahestris has 30 alchemic stamina, all of which is regained at the end of a long rest, and 3 of their daggers count as transistors. The alkahestris knows 3 akahestry circles. In order to use an alkahestry circle, a Transistor must be within 35 feet, and the effect of the circle originates from the Transistor. In order for an alkahestry circle to succeed, an amount of the source material equal or greater to the amount used must be present to fuel the reaction. If enough of the source material is not present, however, the reaction fails. The alkahestris can manipulate up to 120 pounds. ACTIONSDagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Thrown Dagger. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Dragon's Touch. As a bonus action, one creature within 5 ft. gains 5 temporary hit points for every alchemic stamina point spent to a maximum of 3 alchemic stamina points. REACTIONSSidestep. When an attacker that the alkahestris can see hits them with an attack, they immediately move 5 feet in any direction and reduce the attack's damage against them by 6. If they are unable to move 5 feet they cannot use this feature, and if they are prevented from moving they still take full damage. This movement doesn't provoke opportunity attacks from the enemy who hit them, but it does from any others. |
Rather than utilizing tectonic energy like western alchemists, Xingese alkahestrises use the mysterious "Dragon's Pulse" to fuel their own art of alkahestry. While most alkahestrises use their power in healing or to shift landscapes to create buildings or nourish crops, a small handful are trained in its applications in combat. |
Back to Main Page → 5e Homebrew → Campaign Settings → Fullmetal Alchemist → Bestiary