Nue
Large Fiend (yokai), C. Evil
- Armor Class 17 (natural armor)
- Hit Points 205 (15d12 +75)
- Speed 40ft
STR DEX CON INT WIS CHA 22 (+6) 18 (+4) 20 (+5) 12 (+1) 14 (+2) 10 (+0)
- Saving Throws Strength +11, Constitution +10
- Skills Intimidation +5, Survival +7, Nature +7
- Damage Resistances non-magical Bludgeoning, Piercing and Slashing, Fire, Psychic
- Damage Immunities Lightning, Poison
- Condition Immunities Frightened, Petrified, Poisoned
- Senses 120ft darkvision (can see in all directions at once)
- Languages Nue, Auran, telepathy 120ft
- Challenge 14
Stormy Flight. When the Nue takes a dash action on it's turn and moves at least 80ft them it creates a storm of air around in a 10ft area. Any creature in that area during this movement must make a DC 19 Strength saving throw, on a fail being knocked prone.
Two Heads. The Nue has advantage on saving throws made against being blinded or stunned. It also has advantage on Wisdom (perception) checks that rely on sight.
Innate Spellcasting. The Nue can cast any of the following spells requiring no material components. Wisdom is it's spellcasting ability for these spells (Spell Atk Bonus +7, Spell save DC 15).
1/Day: Teleport, Contagion (Mink Fire and Seizure only), Dream
2/Day: * Cloudkill, Fear, Fly (self only and can last for up to an hour)
3/Day: Lightning Bolt, Call Lightning, Alter Self, Bestow Curse, Alarm
Actions
Multiattack. The Nue makes one Bite attack and two Claw attacks. It may replace it's bite attack with a Tail attack.
Bite. Melee weapon attack: +11 to hit, Range 5ft, one target. Hit 22 (4d6 +6) Piercing damage.
Claw. Melee weapon attack: +11 to hit, Range 5ft, one target. Hit 14 (2d6 +6) Slashing damage.
Tail. Melee weapon attack: +10 to hit, Range 10ft, one target. Hit 13 (2d6 +6) Piercing damage and the target must make a DC 18 Constitution saving throw, taking an additional 12 (3d6) Poison damage on a failed save or half as much on a successful save.
Poison Breath. The snake on the Nue's tail exhales poison in a 30ft cone. All creature in that area must make a DC 18 Constitution saving throw, on a fail becoming poisoned and taking 40 (10d6) Poison damage, or half as much on a successful save. A creature that fails it's save by 5 or more becomes poisoned. They may repeat the save at the end of each of their turns, ending the effect on a success.
Regional Effects
A region that the Nue abides in suffers from one or more of the following effects:
- Nobles or people of importance suffer from terrible nightmares when they sleep and easily fall ill to natural diseases.
- Storms that see lightning strike from the clouds frequent this area
- Spells that deal lightning damage (excluding the Nue's own spells) deal an additional die of damage but the caster takes the damage rolled on the die as psychic damage when the spell is cast.
Notes for Luke:
- Turning into Nue requires an Action
- You keep your own mental statistics (Int, Wis, and Cha) but gain the Nue's physical stats (Str, Dex, and Con) while transformed.
- You can use your own spellcasting while transformed
- Use your own DC and Atk Bonus to calculate the DC and Atk Bonus for Nue's Innate Spellcasting
- When you use your Action to turn into Nue all creatures within 10ft of you must make a DC 18 Dexterity saving throw, on a failed save taking 15 (3d8) Lightning damage, or half as much on a successful one.
- You can be the Nue for as long as you wish but can only turn from your humanoid form into the Nue once per long rest. You can push yourself beyond your limit assume the form more than once per long rest using 10 from your Power Pool and gaining a level of exhaustion.