Witchlight Marauder



Primary Marauder

Colossal Aberation, chaotic evil


  • Armor Class 20
  • Hit Points 825(50d8+600)
  • Speed 30ft. borrow 30 ft

STR DEX CON INT WIS CHA
30 (+10) 6 (-2) 30 (+10) 3 (-4) 4 (-3) 1 (-5)

  • Saving throws Str +20, Dex +6, Con +20,
  • Damage Immunities Acid, poison, fire, bludgeoning, and piercing, slashing from non-magical attacks.
  • Condition Immunities charmed, frightened, paralyzed, poisoned
  • Senses tremorsense 120 ft, passive Perception 7
  • Languages --
  • Challenge 30 (155,000 XP)

Legendary resistance (3/day) If the maruader fails a saving throw, it can choose to succeed instead.

Limited Magic immunity The maruader can't be affected by spells 6th level or lower. It has advantage on saving throws against all other spells and magical effects.

Regeneration If the marauder has at least one hit point, it regains 20 hit points at the start of its turn.

Poison cloud A cloud of poison gas surrounds the maruader at a radius of 30 ft, heavily obscuring the area. Creatures that enter or start their turn in the cloud must make a DC 18 Con save. On a failed save they take 5d8 poison damage, or half as much on a successful one.

Actions

Multiattack The Marauder makes six secondary bite attacks and attempts to swallow whole.

Secondary bite. Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit 38 (6d6 + 17)

Swallow Whole Melee Weapon Attack: +21 to hit, reach 20ft., one target gargantuan or smaller. The marauder swallows the creature whole on a successfull attack. on the attack and at the start of their turn, a swallowed creature takes 4d6+17 points of bludgeoning damage and 2d10 points of acid damage. A swallowed creature can cut its way out by dealing 25 points of slashing or piercing damage. the hole immediately closes once the creature escapes.

Legendary Actions

The maruader can make 3 legendary actions, choosing from the options below.

Tail swipe The Marauder swipes in a 30 ft cone. All creatures in that cone need to make a DC20 Dex save or take 38 (6d6+7) damamge, or half that amount on a successful save.

Consume The Marauder eats a 10ft sqaure of earth or surrounding material. It regains 3d20 hit points.

Trample (2 actions) The Marauder moves up to 60 ft. All creatures in it's path make a DC 18 Dex save, taking 5d8 acid damage and 5d8 bludgeoning damage on a failed save and half on a successfull one.



Secondary Marauder

Huge Aberation, chaotic evil


  • Armor Class 16
  • Hit Points 157(15d8+90)
  • Speed 60ft

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 23 (+6) 4 (-3) 8 (-1) 1 (-5)

  • Saving throws Str +12, Dex +5, Con +11,
  • Damage Resistance Acid, poison, fire, bludgeoning, and piercing, slashing from non-magical attacks.
  • Condition Immunities charmed, frightened, paralyzed, poisoned
  • Senses tremorsense 30 ft, passive Perception 14
  • Languages --
  • Challenge 11 (7,200 XP)

Indomintable (3/day) If the maruader fails a saving throw, it can choose to reroll. It must use the new roll.

Regeneration If the marauder has at least one hit point, it regains 5 hit points at the start of its turn.

Always ready The maruader makes opportunity attacks without using its reaction. It can use its reaction to to make a claw attack on any creature that moves within 10 feet of it.

Actions

Multiattack The Marauder makes three claw attacks and attacks with it's acid breath if available.

Claw. Melee Weapon Attack: +17 to hit, reach 15ft., one target. Hit 13 (1d8+9) plus poison. Con save DC 23, take 1d4 Con damage on a failed save.

*Acid breath (recharge 5-6) The marauder spews acid in a 30 ft line. Each creature within the line must make a DC 17 Dex save or take 6d4 damage, half as much on a success.



Tertiary Marauder

Medium Aberation, chaotic evil


  • Armor Class 16
  • Hit Points 157(15d8+90)
  • Speed 40ft

STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 14 (+2) 3 (-4) 8 (-1) 1 (-5)

  • Damage Resistance Acid, poison, fire, bludgeoning, and piercing, slashing from non-magical attacks.
  • Condition Immunities frightened, paralyzed, poisoned
  • Senses tremorsense 30 ft, passive Perception 12
  • Languages --
  • Challenge 3 (700 XP)

Rage (2/day) The marauder can enter a rage as a bonus action. It gains advantage on strength checks and saving throws, a +4 to damage rolls, and it cannot be charmed or frightened. If the marauder is already charmed or frightened, the effect is surpressed while raging.

Actions

Multiattack The Marauder makes two blade attacks.

Blade. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 8 (1d8+4).



Witchlight Marauders

Witchlight marauders are spelljamming horrors created by the Scro during the first Unhuman war.

Made with The Homebrewery.

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PART 2 | BORING STUFF