Monster hunter art book pdf
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Related titles. Carousel Previous Carousel Next. Owners Manual for Empire Compound Revisions Achieving growth aspirations through mass material movement IPCC Jump to Page. Search inside document. Related Interests Books. George Jones. Fer Nando. Radhe Bhakti Krisnanda. However, they aren't as adept in the air when compared to other wyverns. Due to this kut-ku spend more time on land. This is particularly visible when it is feeding on konchus, as it can bypass their hard shells by simply scooping the Neopterons up when they roll into balls and swallowing them whole.
The most defining trait of yian kut-ku are their specialized large ears. These ears are very sensitive to sound and sudden loud noises can disorient them leaving them vulnerable to attack, thus causing hunters to often use Sonic Bombs when hunting these creatures.
Yian kut-ku are omnivorous creatures that eat a wide variety of different things. Kut-ku will eat lots of insects, such as konchu, nuts and honey. While they are fully capable of defending themselves against smaller predators such as velocidrome and their packs kut-ku are often preyed upon by larger predators like rathian and najarala.
Kut-ku are well known for getting into territorial conflicts with the extremely aggressive yian garuga. Sometimes a garuga will take over a kut-ku's territory and even kill the smaller bird wyvern. Female yian garuga will also destroy the eggs of a kut-ku and lay their own eggs in the nest, leaving the kut-ku as a victim of brood parasitism. If the yian kut-ku takes thunder damage or a thunder spell is used within 60 feet of it, it must succeed on a DC 15 Constitution saving throw or become stunned until the start of its next turn.
If the yian kut-ku moves at least 20 feet straight toward a target and then hits it with a body slam attack on the same turn, the target takes an extra 6 1d12 bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
The yian kut-ku makes two attacks: one with its peck and one with its tail. Body Slam. Kut-Ku Carapace Well Rested.
Splendid Beak Recovery Speed. When held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. Kut-Ku Auricle When you make a skill check while wearing this armor, you can use your reaction to gain advantage on it. Once you use this property, you can't use it again until you finish a long rest. The marks fade away in 24 hours. Kut-Ku Carapace This weapon cannot be detected by the detect magic spell unless the caster touches the weapon.
Kut-Ku Ear While touching this weapon you can speak its command phrase: "The limits of my language are the limits of my world" to gain proficiency in any language of your choice for 24 hours. Once you use this property, you can't use it again until the next day. Kut-Ku Auricle While attuned to this weapon, you can use a bonus action to exhale fire at a target within 15 feet of you.
The target must make a DC 13 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. Although they are usually smaller than their pink counterparts, the blue yian kut-ku are stronger and more aggressive. They are covered in an indigo carapace, and blue streaks can be found on its beak and ears. Although the Blue Yian Kut-Ku are stronger than the normal variation, they are still pretty low in the food chain.
Though still weak, Blue. When not being preyed upon by large predators, Blue Yian Kut-Ku feed on insects, honey, and nuts. Blue Yian Kut-Ku are very cautious and wary creatures that are easily startled by sudden loud noises.
When undisturbed, these monsters spend their day foraging for food, but if confronted they will flare out their ears and spread their wings while making loud shrieks. If the yian kut-ku moves at least 20 feet straight toward a target and then hits it with a Body Slam Attack on the same turn, the target takes an extra 19 3d12 bludgeoning damage.
If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. The yian kut-ku doesn't provoke an opportunity attack when it flies out of an enemy's reach. The yian kut-ku makes three attacks: two peck attacks and one tail attack. Fireball recharge The yian kut-ku exhales a fireball to a point within 60 feet of it.
Each creature in a foot radius sphere centered on that point must make a DC 13 Dexterity saving throw. On a failed save, the creature takes 27 6d8 fire damage, or half as much damage on a successful one. Blue Kut-Ku Carapace While you are attuned to this armor, you and your equipment suffer no ill effects from Strong Winds. Giant Beak Recovery Speed. Blue Inferno Sac While you are attuned to this armor, you can use a bonus action to speak its command word and exhale fire at a target within 30 feet of you.
You can use this property twice, regaining all expended uses after you finish a long rest. The marks will fade away in 24 hours. Blue Kut-Ku Carapace Spellcaster only While you are attuned to this weapon, you can use an action to cast the scorching ray spell from it. Giant Beak When you cast a spell that deals fire damage, you increase the spell save DC by 1. Blue Kut-Ku Auricle While attuned to this weapon, you can use a bonus action to exhale fire at a target within 15 feet of you.
The target must make a DC 14 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one. Brute Wyverns are considered to be Wyverns that are adapted to complete life on land, even sometimes being called Theropods from greatly resembling some predatory dinosaurs. These monsters are typically large, bipedal theropods, that are prone to living in areas abundant in food sources. Brute Wyverns exhibit a wide variety of dietary habits; some are strictly herbivorous or carnivorous, while others subsist on insects or even minerals.
These monsters often use their heavy, muscular bodies to charge blindly through an environment to damage attackers or prey, and include many defensive adaptations, including tail clubs, horns, and even hammer-like chins and fists. Brute Wyverns can be found in almost any type of environment. Keen Smell. The anjanath has advantage on Wisdom Perception checks that rely on smell. The anjanath makes two attacks: one with its bite and one with its tail.
It can't make both attacks against the same target. If the target is a Medium or smaller creature, it is grappled escape DC Until this grapple ends, the target is restrained, and the anjanath can't bite another target.
Firebreath Recharge The anjanath exhales fire in a foot line that is 5 ft. Each creature in that line must make a DC 17 Dexterity saving throw, taking 27 5d10 fire damage on a failed save, or half as much damage on a successful one.
Anjanath has a pink face, somewhat resembling a Vulture, along with pink scales covering its underbelly. Its hind legs are powerful and muscular, while its front limbs are much smaller and mostly useless. Black proto-feathers cover Anjanath's back, front limbs, and legs, which give it an appearance similar to the most recent depictions of some theropod dinosaurs like T-rex. Anjanath has powerful jaws that allow it to rip apart foes, along with a powerful nose used for smelling out prey.
It also has the ability to breath fire from its maw. Anjanath are relentless predators that will chase down anything that dares attack them. Once they've been provoked, Anjanath won't let an enemy get away easily. They are known to leave behind a mucus-like substance in order to mark its territory.
Anjanath Scale While you are wearing this armor, you can use your reaction or bonus action to gain resistance to fire damage until the end of your next turn. Anjanath Fang When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing a blinding white flame to erupt from your mouth before the attack hits or misses. You can use this property two times. You regain all expended uses when you finish a long rest.
Anjanath Nosebone While you wear this armor, you may pass a Constitution saving throw you otherwise would have failed. Once used, this property can't be used again until you finish a long rest. Anjanath Tail Spellcaster only This armor has 2 runes, which it regains daily at dawn.
You may expend a rune to cast the hellish rebuke spell from it. Anjanath Plate You have resistance to fire damage while you wear this armor. This effect lasts one hour and cannot be used again until you have finished a long rest.
You can use another action to end the effect before the duration expires. Anjanath Fang Clerics, Druids, and Rangers only You know the produce flame cantrip while attuned to this weapon. Anjanath Tail Bow only Special Ammo boost. While attuned to this weapon, your coat arrow now coats up to 20 arrows and your dragonpiercer an extra 1d6 piercing damage.
While attuned to this weapon, your wyvernfire can now be used twice per long rest and you can add your Strength modifier to the damage of your shell attacks. Fulgur anjanath retains many of the characteristics the ordinary species is known for, having the general appearance of a predatory dinosaur. However, unlike its counterpart, fulgur anjanath sports a bright white fur on portions of its body, as well as a much brighter, light grey colored hide.
Its head is a vibrant orange color. Dark grey stripes cover large portions of fulgur anjanath's body, extending from the head all the way to its tail. The usually hidden 'wings' are of the same light grey color as the rest of the body on the outside, while having a purplish-blue coloration on the inside, which is adorned by blue crackles of electricity.
The nasal crest and inside of fulgur anjanath's mouth are illuminated from the inside by a bright blue light. Much like the ordinary species, fulgur anjanath uses its powerful jaws and legs to strike down and overpower foes. Its main difference, however, is a unique affinity for the Thunder Element. It generates electric energy with a special organ in its body, utilizing it in combination with its already great physical strength and its mucus is also electrified, allowing fulgur anjanath to hurl it at opponents.
If the anjanath moves at least 15 feet. If the target is prone, the anjanath can make one bite attack against it as a bonus action. The anjanath makes two attacks: one with its bite and one with its stomp. It can also replace any of these attacks with an electric snot attack. If the target is a Medium or smaller creature, it is Grappled escape DC Electric Snot.
Hit: 22 4d10 lightning damage. Lightning Charge Recharge The anjanath moves up to its speed. During this move it can move through the spaces of other creatures without provoking opportunity attacks.
The anjanath can take 3 legendary actions, choosing from the options below. The anjanath regains spent legendary actions at the start of its turn. The anjanath moves up to its speed without provoking opportunity attacks. Fulgur Anjanath Shard Resuscitate.
You have advantage on Dexterity saving throws if you are suffering from a condition. Fulgur Anjanath Hardfang You have advantage on saving throws against being stunned while you wear this armor. Heavy Fulgur Anjanath Nosebone While you wear this armor, you may pass a Dexterity saving throw you otherwise would have failed. Fulgur Anjanath Lash This armor has 2 runes, that it regains daily at dawn.
You may expend a rune to cast the lightning arrow spell from it. Lightning Sac You are immune to lightning damage while you wear this armor. Fulgur Anjanath Mantle Flinch Free.
While wearing this armor you cannot be knocked prone, or unwillingly moved from your current location by any means. You can use this property a number of times equal to your Strength or Dexterity modifier your choice , regaining all expended uses when you finish a short or long rest. Heavy Fulgur Anjanath Nosebone While attuned to this weapon you can use an action to speak its command word, causing it to expel electric snot at a creature within 60 feet of you.
That creature must make a DC 15 Dexterity saving throw, or be covered in the snot for 1 minute or until it uses an action to wipe it away. While covered, the creature takes 1d4 lightning damage whenever it is hit by a melee weapon attack. You can use this property a number of times equal to your Constitution modifier, regaining all expended uses when you finish a long rest.
Your coating now coats up to 25 arrows and your dragonpiercer deals an extra 2d6 piercing damage. Improvised Weapon Recharge The banbaro can use its bonus action to dig up a large boulder or strike a nearby tree, or pick up a tree trunk and hold it in its antlers.
The banbaro makes two attacks: one with its horn and one with its hip check. While holding a tree or boulder, it uses its throw attack in place of its hip check.
Hip Check. Horn Requires Tree Trunk. The banbaro can attack up to two additional creatures per turn with this attack. Horn Requires Boulder, Recharge While holding a boulder in its antlers, the banbaro moves up to its speed. Throw Requires Tree Trunk or Boulder.
Banbaro is a large and heavy-set Brute Wyvern. Most of its body is covered in stout white fur, with portions on its head, legs, and arms being covered in gray scales. Its giant horns are its defining characteristic. These stout, pinkish horns end in broad, moose-like antlers. When enraged, a small horn-like projection on its snout folds out.
Banbaro is normally a fairly docile herbivore, but it is territorial and can be aggressive when provoked. In battle, Banbaro charges opponents while digging up soil or fallen trees. Digging up soil allows it to smash the gathered ball in a huge blast of debris that leaves a hindering pile behind, while digging up trees widens the charge's hitbox and can be thrown as projectiles.
Digging up volcanic rock causes it to leave trails of lava behind. While you are attuned to this armor, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Banbaro Cortex Speed Eating. Banbaro Great Horn You have resistance to cold damage while you wear this armor. Banbaro Lash Health Boost. While wearing this armor, your hit point maximum increases by 1 for each character level you have.
While wearing this armor you can digest mushrooms that would otherwise be inedible and gain their advantageous effects. The more banbaro materials equipped in your armor or trinkets, the more mushrooms you can eat.
Banbaro Cortex You are proficient with improvised weapons while attuned to this weapon. Banbaro Great Horn While attuned to this weapon, you can cast the catapult spell at 2nd level from it. Whenever you use a reaction that increases your AC, the next attack you make with that weapon deals extra damage equal to the bonus AC the reaction provided.
Banbaro Gem Resentment. Brachydios are easily identifiable by their glowing, green slime-covered horns and "fists," as well as their shiny, armored hide covered in many plates and ridges that are made of obsidian. Unlike other Brute Wyverns, Brachydios sports a pair of long, highly developed forelimbs that it uses as its primary means of defense.
Brachydios' forelimbs and horn seem to secrete a mysterious slime. A Brachydios "primes" this mucus to explode with its saliva, hence why it licks its arms, making it appear brighter green. Despite initial appearances, Brachydios does possess claws on its forearms that are tucked away underneath, and serve no apparent purpose in battle. The symbiotic slime-mold is easily one of the most unique and defining features of the Brachydios.
The theropods armored shell is hardened to protect against the explosive blasts that the mold creates on impact. A Brachydios skin is similar to that of a thermos flask, giving it the ability to withstand both extreme heat and cold. Brachydios body is the only place this mold can survive without turning explosive.
When attacking, Brachydios constantly scrapes copious amounts of this mold off of its body, causing it to deplete. However, it seems that the beast's saliva acts as a powerful stimulant, which causes the mold to almost instantly replenish itself. Brachydios are extremely aggressive creatures and will not hesitate to attack if they feel threatened or challenged. Due to their aggression they are commonly known to invade the territories of other large predators, usurp them, and claim the territory as their own.
They will also show no mercy to small monsters. Young Brachydios will live near their parents and their territory, yet the adults will not show any parental care at all. The young will pick up slime mold left behind by adults. However, this can be dangerous as their hides are underdeveloped and can possibly be seriously injured or even killed by the explosions of the slime mold. The brachydios makes three attacks: one with its horn and two with its fist. Chemical Reaction Recharge The brachydios slams his horn into the ground and causes a chain of explosions in a 60 foot line that is 10 feet wide.
Each creature in that line must make a DC 19 Dexterity saving throw, taking 22 5d8 fire damage plus 18 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The brachydios can take 3 legendary actions, choosing from the options below.
The brachydios regains spent legendary actions at the start of its turn. The brachydios moves up to its speed without provoking opportunity attacks. Slam Costs 2 Actions. The brachydios makes a horn attack or uses its chemical reaction.
For 24 hours, you gain proficiency with two artisan tools of your choice each dawn. Brach Ebonshell You have resistance to fire damage while wearing this armor. Mystery Slime Requires a shield While you are attuned to this armor, you can use an action to prime your shield. The next time you take damage from a melee attack, fire erupts from the shield and bathes the attacker in flames. The attacker must make a DC 15 Dexterity saving throw or take 4d6 fire damage.
On a successful save, the creature takes half of that damage. You can use this property twice, regaining all expended uses on a short or long rest. Brach Scalp While attuned to this armor you can cast the grease spell save DC You can use this property three times, regaining all expended uses on a short or long rest. Brach Tail While you wear this armor, you can succeed a Constitution saving throw you otherwise would have failed.
Brach Marrow Biology. You become proficient with dung bombs while you are wearing this armor, and you are immune to blight effects such as waterblight, iceblight, or the blight spell.
Mystery Slime Once per turn, when you hit a creature with this weapon, you can wound the target. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom Medicine check, ending the effect of such wounds on it on a success. Brach Scalp While you are attuned to this weapon, whenever a creature attempts to break a grapple with you, you make your skill check with advantage.
Brach Tail While holding this weapon, you can use an action to cause thick, black oil to coat the weapon. The oil remains for 1 minute or until an Attack using this weapon hits a creature. On hit, the oil ignites and that creature must succeed on a DC 15 Constitution saving throw or take 2d10 fire damage and begins to burn for 1 minute. A creature that is burning must make a DC 15 Constitution saving throw at the start of each of its turns.
On a failed save, it takes 1d6 fire damage. On a successful save, the creature is no longer burning. This weapon can't be used this way again until the next dawn. This weapon has 10 runes.
While holding it, you can use an action to expend 1 or more of its runes to cast one of the following Spells from it, using your spell save DC: scorching ray 2 runes , Melf's Minute Meteors 3 runes , or Wall of Fire 4 runes. If you expend the last rune it can't regain any runes for one week.
Brach Marrow Blast Coat. This material provides one of the following weapon properties depending on which weapon it is placed in:. Whenever you use the attack action on your turn using this weapon, you can make a single attack with it as a bonus action. Brach Gem Spirit. When fighting a Huge or larger creature, this weapon deals 1d6 extra weapon damage and its crit range is increased by 1. Theorized to have grown isolated in a special environment, Raging Brachydios is a rare special Brachydios individual that has abnormal activation of its Slime Mold.
Raging Brachydios is a predator capable of taking on and even killing other large predatory monsters, just like Brachydios. In line with their chosen habitat and absurd strength, Raging Brachydios will encounter far more dangerous foes than regular Brachydios, but will fight them and potentially win nonetheless. Raging Brachydios have many of the same adaptions as Brachydios, however, there is a few differences between them. Raging Brachydios are extremely large compared to normal Brachydios, but are only slightly slower than them.
This size difference stems from their advanced age. The main adaption that puts them apart from normal Brachydios is the large amount of slime mold found on their body. This Ancient slime mold is not only more active then regular slime mold, but also explodes far more violently. This provides Raging Brachydios far more potent explosions that those of its peers. This forces Raging Brachydios to develop its own special Indestructible Ebonshell, to withstand its own explosions, lest it kill itself.
This in turn provides it nigh-impenetrable protection from the natural weaponry of nearly all other living creatures. On initiative count 20 losing initiative ties , the brachydios takes a lair action to cause one of the following effects; the brachydios can't use the same effect two rounds in a row:. At the start of the brachydios' turn, the slime explodes. Each creature in the slimes area, takes 7 2d6 fire damage. If the brachydios fails a saving throw, it can choose to succeed instead.
Raging Fury. While it has half hit points or fewer, the brachydios gains the following benefits:. The brachydios slams its horn into the ground and causes a chain of explosions in a 60 foot line that is 10 feet wide. For 24 hours, you gain proficiency with three artisan tools of your choice each dawn.
Flashpoint Slime Requires a shield While you are attuned to this armor, you can use an action to prime your shield. The attacker must make a DC 17 Dexterity saving throw or take 5d6 fire damage on a failed save, or half as much damage on a successful one. Brachydios Lash Adrenaline.
The first time you drop below half of your hit point maximum in combat, you gain a rush of adrenaline. On your next turn your movement speed doubles and you can take one extra action. Immortal Reactor Biology. Brach Warhead You are immune to fire damage while you wear this armor.
You can spend 1 minute sharpening a bladed weapon. When you hit a creature for the first time after sharpening it, the weapon deals its maximum piercing or slashing damage to the target. While attuned to this weapon, your wyvernfire can now be used three times per long rest and you can add your Strength or Dexterity modifier to the damage of your shell attacks.
When you have advantage on an attack roll with this weapon and you hit the target, you can have your weapon deal its maximum damage if the lower of the. If you expend the last rune it cannot regain any runes for one week. Immortal Reactor Brawn. While you are attuned to this weapon, it you gain the following effects:.
When fighting a Huge or larger creature, this weapon deals 1d8 extra weapon damage and its crit range is increased by 2. Barroth is a large, bipedal monster characteristic of the Brute Wyvern class. It is noted for the large crown structure atop its skull, which houses its nostrils.
Its body is covered in rigid plates of armored hide that help protect it from the harsh desert environment. Barroth possesses a pair of small red eyes and a mouthful of long, peg-shaped teeth. Barroth is capable of using its heavy head as a plow to smash through the environment, as well as cause damage to any living thing caught in its way. Because its nostrils are located on top of its head, Barroth can completely submerge itself in the cool mud during the scorching desert days.
It will occasionally roll in dirt and mud, possibly to cool off from the hot desert sun. Although docile by default, Barroth becomes extremely territorial when disturbed. It will release an initial warning roar. If that fails, it will continuously attack until the threat is exterminated.
An insectivore, it is known to attack Altaroth nests in order to feast on the occupants inside. Barroth is uniquely adapted to a desert lifestyle, and as such can almost exclusively be found in such regions, although it has been known to wander into the woods occasionally.
The barroth makes two attacks: one with its headbutt and one with its stomp. While the barroth is covered in mud it may use its action to shake chunks of mud free from its body landing in a foot radius around it. Each creature in that area must make a DC 14 Dexterity saving throw or become restrained by the mud. As an action, the restrained target can make a DC 13 Strength check, bursting from the mud on a success.
The mud can also be attacked and destroyed AC 10; hp 5. Barroth Scalp Marathon Runner. Barroth Gem Guard. You cannot be pushed or knocked backwards while you wear this armor. The creature may repeat its saving throw at the end of its turn, ending the effect on a success.
Barroth Claw Stamina Drain. When you hit a creature with this weapon, its speed is reduced by 5 feet until the start of your next turn. Barroth Scalp Hammer only While attuned to this weapon, you may use the Hammer's Mighty Weapon skill 1 additional time between rests. Barroth Shell You reduce bludgeoning damage you take by 2 while you wear this armor. Barroth Shell Your bludgeoning weapon deals an extra 1 bludgeoning damage.
Deviljho is a bipedal Brute Wyvern characterized by its uniform forest green colouration and muscular upper body. Its thick hide is littered with short, jagged spines that reach a maximum height along the back and tail. Deviljho has a narrow snout with a large lower jaw, covered in multiple rows of teeth spreading outwards from the mouth. It has massive, powerful hind legs, but tiny, poorly developed forelegs that it rarely utilizes.
Their eyes are small and simple, suggesting their vision is rather poor, but their other senses such as smell may compensate for this. Their tails are long and powerful, but their main feature of note is its breath attack.
When provoked, Deviljho back and shoulder muscles swell considerably. During this period, areas of its skin will take on a bright red colouration. Deviljho is a nomadic monster, prone to wandering vast distances in search of prey.
Its status as a super-predator allows it to overtake the territory of any monster that stands in its path. Because of the extreme amount of energy its body consumes, Deviljho is always in search of food sources. It is known to be cannibalistic, and is also prone to eating prey alive in order to waste as little time as possible in replenishing its energy.
If the deviljho moves at least 20 ft. If the deviljho fails a saving throw, it can choose to succeed instead. The deviljho makes two attacks: one with its body slam and one with its bite. On a hit, the target must make a DC 22 Strength saving throw or be pushed back 10 ft and knocked prone. Fire Breath Recharge The deviljho unleashes a terrible breath in a foot cone. Each Creature in that area must make a DC 17 Dexterity saving throw, taking 31 7d8 fire damage plus 45 10d8 necrotic damage on a failed save, or half as much damage on a successful one.
The deviljho makes one bite attack against a Large or smaller creature that is prone. If the attack hits, the target takes the bite damage, the target is swallowed, and no longer prone. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the deviljho, and it takes 56 16d6 acid damage at the start of each of the deviljho turns.
If the deviljho takes 40 damage or more on a single turn from a creature inside it, the deviljho must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the deviljho. If the deviljho dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. The deviljho can take 3 legendary actions, choosing from the options below.
The deviljho regains spent legendary actions at the start of its turn. While you are attuned to this armor, you can carve a creature of CR 13 or lower 1 extra time. Deviljho Scale Speed Eating. Deviljho Scalp While you wear this armor, you taste in all directions, and you have advantage on Wisdom Perception checks that rely on taste. Deviljho Saliva Whenever you make a saving throw against the frightened condition, you do so with advantage. Deviljho Tail While you wear this armor, you can use an action, to speak the armor's command word and attempt to swallow either a creature, or object, that is Medium or smaller.
An unwilling creature must make a DC 14 Dexterity saving throw to escape the armor's grasp. Once swallowed, the creature or object is transported to a room that exists on a plane of existence found only within the armor. The room is a 10 foot by 10 foot cube, and can hold a single, living creature, and up to 1, pounds of objects.
There are two windows on one of the walls that peer out, giving vision of the outside world. For every hour that passes, a creature can attempt to escape by succeeding on a DC 15 Strength saving throw.
On a success, the creature is regurgitated, falling prone in a space within 10 feet of you. Also, whenever you take 40 damage or more on a single turn, you must succeed on a DC 16 Constitution saving throw, or regurgitate any swallowed creature and all swallowed objects, which fall prone in a space within 10 feet of you.
Speaking the armor's command word again spits out the creature or an object of your choice. Deviljho Gem You have resistance to fire and necrotic damage while you wear this armor.
You deal an extra 1d8 damage when you critically hit with this weapon. You can use an action to expend 1 or more of its runes to cast one of the following spells from it, using your spell save DC: cause fear 1 rune , ray of enfeeblement 2 runes , ray of sickness at 3rd level 3 runes , contagion 4 runes , or harm 6 runes. Deviljho Tail Your weapon deals an extra 1d4 fire damage and an extra 1d4 necrotic damage.
Deviljho Gem While you are attuned to this weapon, you can speak its command word to exhale a beam of hellfire in a foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 4d6 fire damage and 14 4d6 necrotic damage on a failed save, or half as much damage on a successful one.
Savage Deviljho are rare special Deviljho individuals that are abnormally old with an extreme hunger. They can be found practically anywhere like then normal deviljho, and easily assert themselves as super predators that rival elder dragons in any conceivable habitat they find themselves in and are challenged by little. The Savage Deviljho has many of the same adaptations as a normal Deviljho, however, has a few minor differences.
Savage Deviljho are noticeably always enraged. This due to being extremely hungry and constantly needing to feed.
Their face is covered like a mask of dragon element, giving it a more sinister look and the hide and the blood of savage deviljho is black in color due to the effects of this element. The savage deviljho is an even more brutal and rabid monster than the ordinary variety due to its unrelenting hunger.
The black blood may drive the savage deviljho to such heightened aggression, even causing it to become a 'rogue' killing machine. With its appearance in the New World, Savage Deviljho's supreme height in the food chain is finally confirmed. The infamous Variant of the World Eater has been seen directly confronting Elder Dragons like Velkhana, Namielle and Blackveil Vaal Hazak, resulting in violent elemental clashes that often end explosively in stalemates. Perhaps even more terrifyingly, the Savage Deviljho's physical prowess has increased to the point which it can feasibly stand against the immensely powerful Elder Dragon Variant Ruiner Nergigante, one which specializes in unyielding physical strength.
The deviljho has advantage on saving throws against spells and other magical effects. On a hit, the target must make a DC 23 Strength saving throw or be pushed back 10 ft and knocked prone. If the target is wearing any nonmagical metal armor it takes a permanent and cumulative -1 penalty to the AC it offers.
Armor reduced to an AC of 10 is destroyed. Dragons Breath Recharge Each Creature in that area must make a DC 18 Dexterity saving throw, taking 31 7d8 fire damage plus 49 11d8 necrotic damage and they are afflicted with dragonblight for 1 minute on a failed save, or half as much damage and are not afflicted with dragonblight on a successful one.
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