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# Miswraiths Miswraiths are a strange group of creatures that seem to hunt wizards and other beings of magical nature. However they have a distinct hatred to another creature known as gars for which they have a mongoose like relationship with. The way these creatures came into existence is up to debate among scholars of the modern world. ## Orgins of Miswraiths Long ago when magic had no limits and everyone had it, a civil war broke out however with both sides having skilled magicians the war started to destroy the very land and civilian casualties where at a number too high to count. One of the sides took their most skilled assasins and combined them with Yuan-ti and other magic resistant creatures that formed the first of these species. Long snake like bodies that extend 2 arms and almost human head. They have scales, snake like yellow eyes, and a second layer of skin that attaches at the nape of the neck like a cape that seems to almost make the beasts appear invisible to the naked eye. It is this skin that is the main ingredient for making a cloak of invisibility. Their hands have claws and sharp teeth line the inside of their mouths. The only difference between the lesser species of the miswraiths seems to be where and how the yambree bone looks. These bones that all miswraiths have have been called yambree and they tend to vibrate a specific frequency that can paralyze all casters as it seems to interrupt the signals to the brain. Although many attempts to make specialized blades from these bones have been attempted, they all end up have the effect of the mriswiths yambree. Over the years they have grown and adapted to forms that best serve their needs and a species all unto themselves. ## Creatures of Anti-Magic No one knows what these creatures actually eat. Some assume that they feed on the raw magic all casters have inside them, but then what people do not know is that although this is true it is actually the soul of these casters that feed the miswraiths and the corpses in turn feed their queen who will make sure that the species survives. However there is something that drives the miswraiths to find and kill entire gar populations that is still up to debate. At least the populace of the prime material plane can be comforted by the fact that both gars and miswraiths keep both of there populations check as so that they do not overrun the prime material plane. ### Mriswiths The jack of all trades version of the miswraith population. Not specialized against specific caster types but scary none the less. This type is distinguished by the three knife like bones that extend from their hands. They seem the most straight foreword of their race preferring to gut their victims. \columnbreak ### Divine Miswraiths Designed to kill casters who seem wiser then others. These miswraiths have one long sword like bone that extends from each of their hands. Tending to hunt down and kill clerics is what earned them the title of divine miswraiths they also seem to excel in hunting down and killing druids and rangers. They tend to go for the throat and wrists of these casters to incapacitate their prey. They still will attack other casters if the opportunity arises. ### Mind Miswraiths Going out of their way to hunt down intelligent casters is where this species tend to thrive. These miswraiths have a long horn like bone that extends from both of their wrists and seem to prefer to wait until the most opportune moment before striking their prey. preferring to emerge from behind their prey and stabbing at where the neck connects to the brain. They them will disappear with the body being dragged by the head back into the forest, only to reemerge and repeat the process anew. ### Shrewd Miswraiths Attacking overly charismatic casters as if making a mockery of the person they used to be is where this miswraith seems to thrive. These miswraiths yambree seem to extend as foot long nails rather then claws. Slashing their victims then cutting out the heart of the victims. How this variant came to be is up to debate, but seems to have a connections to how this type of magic manifest in individual seems to be the conclusion that scholars have come to. ### Mriswith Queen The great mother of the miswraith hive. Normally found at the heart of a long abandoned cave system or the heart of a ruined tower where a high concentration of raw magic resides. The pheromones that the queen releases messes with the large flow of magic making it not as usable as normal making many novice scholars to believe that they actually reside in natural areas of anti-magic. Mriswith Queens also use these pheromones to change how they look to the common eye appearing as a huge adult red dragon and their eggs looking like rocky terrain features is normally enough to deture even the most trained adventures.
\pagebreak ___ > ## Mriswith >*Large monstrosity, lawful evil* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 127 (15d10 + 45) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|18 (+4)|17 (+3)|17 (+3)|15 (+2)|16 (+3)| >___ > - **Saving Throws** Dex +7 > - **Skills** Arcana +6, Perception +5, Stealth +7 > - **Damage Resistances** bludgeoning, piercing, and slashing damage from magical weapons. > - **Condition Immunities** charmed > - **Senses** Darkvision 60 ft., passive perception 17 > - **Languages** Common, Draconic, and one other language > - **Challenge** 7 (2,900 XP) > ___ > > ***Magic Resistance.*** The mriswith has advantage on saving throws against spells and other magical effects. > > ***Magic Weapons.*** The mriswith's weapon attacks are magical. > > ***Second Skin.*** As an action the mriswith can become invisible. While it is invisible, anything the mriswith is carrying or wearing is invisible with it. The mriswith as an action can cease being invisible. > > ### Actions > ***Multiattack.*** The mriswith makes two weapon attacks, but only one can be a constrict. > > ***Constrict.*** *Melee Weapon Attack:* +7 to hit, Reach 10 ft., one creature. *Hit:* 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 15). Until the grapple ends the target is restrained, and the mriswith can't constrict another target. > > ***Yambree.*** *Melee Weapon Attack:* +7 to hit, Reach 5 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage, if the mriswith had advantage on the attack it deals an extra 10 (3d6) damage. > > ***Yambree Ring (Recharge 6).*** The mriswith strikes its special bone causing it to ring and vibrate at a special frequency. Any person who has the spellcasting trait that can hear the ring, (deafened creature automatically pass the save) must make a DC 20 Wisdom saving throw or become paralyzed. A creature that failed the save can remake the save at the end of it's turns. > > ### Reactions > > ***Mage Slayer.*** When a creature within 5 ft. of the mriswith casts a spell it may make one melee weapon attack against that creature. If the creature is concentrating on a spell, the creature has disadvantage on the saving throw to maintain concentration. \columnbreak ___ > ## Divine Miswraith >*Large monstrosity, lawful evil* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 154 (16d10 + 64) > - **Speed** 40 ft., burrow 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|18 (+4)|18 (+4)|17 (+3)|20 (+5)|16 (+3)| >___ > - **Saving Throws** Dex +8 > - **Skills** Arcana +7, Perception +9, Stealth +8 > - **Damage Resistances** bludgeoning, piercing, and slashing damage from magical weapons. > - **Condition Immunities** charmed > - **Senses** Darkvision 60 ft., passive perception 19 > - **Languages** Common, Draconic, and one other language > - **Challenge** 10 (5,900 XP) > ___ > > ***Magic Resistance.*** The miswraith has advantage on saving throws against spells and other magical effects. > > ***Magic Weapons.*** The miswraith's weapon attacks are magical. > > ***Second Skin.*** As an action the miswraith can become invisible. While it is invisible, anything the miswraith is carrying or wearing is invisible with it. The miswraith as an action can cease being invisible. > > ### Actions > ***Multiattack.*** The miswraith makes three weapon attacks, but only one can be a constrict. > > ***Constrict.*** *Melee Weapon Attack:* +9 to hit, Reach 10 ft., one creature. *Hit:* 12 (2d6 + 5) bludgeoning damage, and the target is grappled (escape DC 16). Until the grapple ends the target is restrained, and the miswraith can't constrict another target. > > ***Yambree.*** *Melee Weapon Attack:* +9 to hit, Reach 5 ft., one target. *Hit:* 14 (2d8 + 5) slashing damage, if the miswraith had advantage on the attack it deals an extra 17 (5d6) damage. > > ***Yambree Ring (Recharge 5-6).*** The miswraith strikes its special bone causing it to ring and vibrate at a special frequency. Any person who has the spellcasting trait that can hear the ring, (deafened creature automatically pass the save) must make a DC 23 Intelligence saving throw or become paralyzed. A creature that failed the save can remake the save at the end of it's turns. > > ### Reactions > > ***Mage Slayer.*** When a creature within 5 ft. of the miswraith casts a spell it may make one melee weapon attack against that creature. If the creature is concentrating on a spell, the creature has disadvantage on the saving throw to maintain concentration. \pagebreak ___ > ## Mind Miswraith >*Large monstrosity, lawful evil* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 154 (16d10 + 64) > - **Speed** 40 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|18 (+4)|18 (+4)|20 (+5)|15 (+2)|16 (+3)| >___ > - **Saving Throws** Dex +8 > - **Skills** Arcana +9, Perception +6, Stealth +8 > - **Damage Resistances** bludgeoning, piercing, and slashing damage from magical weapons. > - **Condition Immunities** charmed > - **Senses** Darkvision 60 ft., passive perception 17 > - **Languages** Common, Draconic, and one other language > - **Challenge** 10 (5,900 XP) > ___ > > ***Magic Resistance.*** The miswraith has advantage on saving throws against spells and other magical effects. > > ***Magic Weapons.*** The miswraith's weapon attacks are magical. > > ***Second Skin.*** As an action the miswraith can become invisible. While it is invisible, anything the miswraith is carrying or wearing is invisible with it. The miswraith as an action can cease being invisible. > > ### Actions > ***Multiattack.*** The miswraith makes three weapon attacks, but only one can be a constrict. > > ***Constrict.*** *Melee Weapon Attack:* +9 to hit, Reach 10 ft., one creature. *Hit:* 12 (2d6 + 5) bludgeoning damage, and the target is grappled (escape DC 16). Until the grapple ends the target is restrained, and the miswraith can't constrict another target. > > ***Yambree.*** *Melee Weapon Attack:* +9 to hit, Reach 5 ft., one target. *Hit:* 14 (2d8 + 5) piercing damage, if the miswraith had advantage on the attack it deals an extra 17 (5d6) damage. > > ***Yambree Ring (Recharge 5-6).*** The miswraith strikes its special bone causing it to ring and vibrate at a special frequency. Any person who has the spellcasting trait that can hear the ring, (deafened creature automatically pass the save) must make a DC 23 Charisma saving throw or become paralyzed. A creature that failed the save can remake the save at the end of it's turns. > > ### Reactions > > ***Mage Slayer.*** When a creature within 5 ft. of the miswraith casts a spell it may make one melee weapon attack against that creature. If the creature is concentrating on a spell, the creature has disadvantage on the saving throw to maintain concentration. \columnbreak ___ > ## Shrwed Miswraith >*Large monstrosity, lawful evil* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 154 (16d10 + 64) > - **Speed** 40 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|18 (+4)|18 (+4)|17 (+3)|15 (+2)|20 (+5)| >___ > - **Saving Throws** Dex +8 > - **Skills** Arcana +7, Perception +6, Stealth +8 > - **Damage Resistances** bludgeoning, piercing, and slashing damage from magical weapons. > - **Condition Immunities** charmed > - **Senses** Darkvision 60 ft., passive perception > - **Languages** Common, Draconic, and one other language 17 > - **Challenge** 10 (5,900 XP) > ___ > > ***Magic Resistance.*** The miswraith has advantage on saving throws against spells and other magical effects. > > ***Magic Weapons.*** The miswraith's weapon attacks are magical. > > ***Second Skin.*** As an action the miswraith can become invisible. While it is invisible, anything the miswraith is carrying or wearing is invisible with it. The miswraith as an action can cease being invisible. > > ### Actions > ***Multiattack.*** The miswraith makes three weapon attacks, but only one can be a constrict. > > ***Constrict.*** *Melee Weapon Attack:* +9 to hit, Reach 10 ft., one creature. *Hit:* 12 (2d6 + 5) bludgeoning damage, and the target is grappled (escape DC 16). Until the grapple ends the target is restrained, and the miswraith can't constrict another target. > > ***Yambree.*** *Melee Weapon Attack:* +9 to hit, Reach 5 ft., one target. *Hit:* 14 (2d8 + 5) piercing damage, if the miswraith had advantage on the attack it deals an extra 17 (5d6) damage. > > ***Yambree Ring (Recharge 5-6).*** The miswraith strikes its special bone causing it to ring and vibrate at a special frequency. Any person who has the spellcasting trait that can hear the ring, (deafened creature automatically pass the save) must make a DC 23 Wisdom saving throw or become paralyzed. A creature that failed the save can remake the save at the end of it's turns. > > ### Reactions > > ***Mage Slayer.*** When a creature within 5 ft. of the miswraith casts a spell it may make one melee weapon attack against that creature. If the creature is concentrating on a spell, the creature has disadvantage on the saving throw to maintain concentration. \pagebreak ___ ___ > ## Mriswith Queen >*Huge monstrosity, lawful evil* > ___ > - **Armor Class** 20 (natural armor) > - **Hit Points** 256 (19d12 + 133) > - **Speed** 40 ft., fly 80 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|26 (+8)|12 (+1)|24 (+7)|17 (+3)|15 (+2)|20 (+5)| >___ > - **Saving Throws** Dex +6, Con +12, Int +8 > - **Skills** Arcana +8, Deception +10, Perception +7, Stealth +6 > - **Damage Resistances** bludgeoning, piercing, and slashing from magical weapons > - **Damage Immunities** fire > - **Condition Immunities** charmed > - **Senses** Blindsight 30 ft., darkvision 100 ft., passive perception > - **Languages** Common, Draconic, and one other language > - **Challenge** 15 (13,000XP) > ___ > > ***False Appearance.*** The mriswith uses her pheramones and the magic in the are to cover herself, her eggs, and anything she is wearing or carrying with a magical illusion that makes her look like an adult red dragon, her vomit looks like she is breathing fire, and her eggs look like rocks. The illusion ends if the mriswith queen takes a bonus action to end it or if she dies. A creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the mriswith queen is disguised. > > ***Magic Resistance.*** The mriswith queen has advantage on saving throws against spells and other magical effects > > ***Magic Weapons.*** The mriswith queen's weapon attacks are magical. > > ***Legendary Resistance (3/day).*** If the mriswith queen fails a saving throw, she can choose to succeed instead. > > ***Strange Magic.*** Whenever a spell is cast within 60 feet of the mriswith queen, while she is within her lair, there is a 50% chance that the spell does not go off (the spell used slot is still used as if the spell had been cast). > > ### Actions > ***Multiattack.*** The mriswith queen makes three attacks: one with her bire and two with her claws > > ***Bite.*** *Melee Weapon Attack:* +13 to hit, Reach 10 ft., one target. *Hit* 19 (2d10 +8) piercing damage plus 3 (1d6) acid damage > > ***Claw.*** *Melee Weapon Attack:* +13 to hit, Reach 5 ft., one target. *Hit* 15 (2d8 +8) slashing damage > > ***Tail.*** *Melee Weapon Attack:* +13 to hit, Reach 15 ft., one target. *Hit* 17 (2d8 +8) bludgeoning damage > > ***Vomit (Recharge 5-6).*** The mriswith queen vomits forth the putrid contents of her stomach is a 50-foot cone. Each creature in that are must make a DC 21 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much on a successful one > > ### Legendary Actions > >The mriswith queen can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mriswith queen regains spent legendary actions at the start of her turn. > > ***Detect.*** The mriswith queen makes a Wisdom (Perception) check. > > ***Tail Attack.*** The mriswith queen makes a tail attack > > ***Wing Attack (Costs 2 Actions).*** the mriswith queen beats her wings. Each creature within 10 feet of the mriswith queen must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The mriswith queen can then fly up to half her flying speed. ### A Mriswith Queen's Lair A mriswith queen's lair is made in an old ruined wizard towers, deep in long forgotten summoning chambers, or even old forests where magic runs wild. Wherever it makes it's lair to nest and raise the young generation of miswraiths it needs to have a high concentration of magic to bath the eggs in it. She will defend the eggs with her life and would rather die if it meant one egg would never be found. There is only mriswith queen in a colony at a time, and when she dies she usses her last breath to make the next egg born would become the next queen to start the colony over again. #### Lair Actions On initiative count 20 (losing initiative ties), the mriswith queen takes a liar action to cause one of the following effects: the mriswith queen can't use the same effect two rounds in a row: * The magic in the very air becomes unstable and even turning on its wielder. Whenever a creature casts a spell within 100ft of the mriswith queen the caster takes force damage equal to two times the level of the spell cast (cantrips count as level 1). * The very air become thick and obscured all around the mrsiwith queen. The area within a 60 ft. radius around the mriswith queen becomes heavily obscured as if affected by the fog cloud spell. * The ground begins to crack and splinter each creature other then the mriswith queen, on the ground must make a DC 15 Dexterity saving throw or be knocked prone