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Adaptor

Medium humanoid, chaotic neutral

Armour Class - 18 (plate)


Hit Points - 74 (10d8 + 30)
Speed - 30 ft.

STR 16 (+3)
DEX 14 (+2)
CON 16 (+3)
INT 14 (+2)
WIS 11 (+0)
CHA 18 (+4)

Saves DEX +5, WIS +3


Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 6 (2,300 XP)

Traits
Damage Adaptation.
Whenever the adaptor takes damage, it gains resistance to that type of damage for 1 minute.
If the adaptor takes damage from a type of damage it has resistance to, it gains immunity to
that type of damage for until the end of its next turn.

Immutable Form.
The adaptor is immune to any spell or effect that would alter its form.

Innate Spellcasting.
The adaptor's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast
the following spells, requiring no material components:

At will: absorb elements, detect magic


2/day each: branding smite, searing smite, thunderous smite, wrathful smite

Actions
Multiattack.
The adaptor makes two weapon attacks and uses its energy purge.

Greatsword.
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 10 (2d6 + 3) piercing damage.

Energy Purge.
The adaptor unleashes a wave of energy 30 feet in all directions, centred on it. All creatures
within the area take 17 (4d6 + 3) damage, or half as much on a successful DC 15 Dexterity
saving throw. The damage type is the same as the last type of damage the adaptor has taken.
The adaptor can only use this action if it has taken damage in the past 24 hours.

Reactions
Parry.
The adaptor adds 3 to its AC against one melee attack that would hit it. To do so the adaptor
must see the attacker and be wielding a melee weapon.

Dimensional Anchor.
The adaptor prevents itself from moving to a different plane until the start of its next turn.

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