Tyrian | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Tyrian

Medium humanoid ,
Armor Class: 19
Hit Points: 180
Speed: 60 ft

STR

18 +4

DEX

20 +5

CON

16 +3

INT

8 -1

WIS

18 +4

CHA

14 +2

Saving Throws: Str +9, Dex +10,
Skills: Acrobatics +10, Athletics +9, Perception +9, Intimidation +7, Survival +9,
Senses: Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.   Passive Perception. 19
Proficiency Bonus: +5

Speak with animals: You have an innate ability to communicate with beasts that your lineage hails from Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 Minutes.   Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. Once you shift, you can't do so again until you finish a short or long rest.   Shifting feature. While shifted, you gain a +1 to your Ac, you gain a 15ft climb speed, and a long jump of 25, and a high jump of 15ft.   Action Surge. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.   Combat Superiority Dice. 5d8   Maneuver save DC 18   Ambush. When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.   Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.   Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.   Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.   Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.   Ki Points. 11   Ki Save DC. 17   Open Hand Technique You can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target.   It must succeed on a Dexterity saving throw or be knocked prone. It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. It can't take reactions until the end of your next turn.   Stunning Strike You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.   Ki-Empowered Strikes. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   Semblance: Aura Breaker. When you hit a creature with an attack roll, you can choose to make that hit a crittical hit, You can use this feature a number of times equal to your Proficency Bonus.

Actions

Multiattack. Tyrian can attack up to 3 times per turn.   The Queens Servants. +10 to hit, 1d10 +5 Slashing damage.   Tail. +10 to hit, 1d6 +5 Piercing damage. On a hit, the creature must make a DC 17 Constitution Saving Throw or take 3d8 Poison damage and be poisoned on a failed saved, half as much on a successful save and they won't be poisoned.   Unnarmed Attack. +10 to hit, 1d8 +5 Bludgeoning damage.   Wholeness of Body. You gain the ability to heal yourself. As an action, you can regain 21 hit points. You must finish a long rest before you can use this feature again.

Bonus Actions

Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + 7. Once you use this feature, you must finish a short or long rest before you can use it again.   Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.   Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.   Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Reactions

Deflect Missiles You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + 12   If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.   Slow Fall. You can use your reaction when you fall to reduce any falling damage you take by 35.

Legendary Actions

You have 3 Legendary Actions.   Using 1 Legendary Action, you can move up to half your speed and make 1 attack with either The Queens Servants or your Tail.


Created by

Smiley7789.

Statblock Type

Monster

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