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Crippling Blow                                         Bael is immune to spells of 2nd level and below, but
        Type: Trait.                                           not to cantrips.

        Crippling Blow. Once during its turn when
        Bael hits a creature with a melee attack and has
                                                               Magic Weapon Resistance I
        advantage on the attack roll, the target must make
        a DC 21 Constitution saving throw. On a failed save,   Type: Trait.
        the target becomes crippled.  A crippled target has
                                                               Talent Cost: 2 (Counts as 2 Talents).
        disadvantage on ability checks, attack rolls, and
        saving throws, can't take reactions, and can't move    Bael is resistant to bludgeoning, piercing, and
                                                               slashing damage from +1 magical weapons or
        more than half its speed for 1 minute.  A crippled
        target can repeat the saving throw at the end of       weaker.
        each of its turns, ending the effect on itself on a
        success.  Alternatively, the crippled creature, or
        a creature within 5 feet of it, can use an action to   Magic Weapon Resistance II
        make a DC 21 Wisdom (Medicine) check, ending           Type: Trait.
        the effect on a success.  The wound also ends if the
                                                               Prerequisite Magic Weapon Resistance I
        target receives magical healing.
                                                               Bael is resistant to bludgeoning, piercing, and
                                                               slashing damage from +2 magical weapons or
        Enmity                                                 weaker.

        Type: Trait.
        Enmity. If Bael takes damage from a creature, it       Rupture
        gains advantage on its next melee weapon attack
                                                               Type: Trait.
        against that creature until the end of Bael's next
        turn.                                                  Rupture. If Bael's Hellish Morningstar attack roll
                                                               against a target succeeds by 5 or more, the target
                                                               must succeed on a DC 21 Constitution saving throw.
        Extra Legendary Action                                 On a failed save, the target starts to bleed and takes
        Type: Trait.                                           an extra 13 (3d8) necrotic damage at the start
                                                               of each of its turns.  This effect does not stack.  A
        Talent Cost: 2 (Counts as 2 Talents).                  bleeding creature can repeat the saving throw at
                                                               the end of each of its turns, ending the effect on
        Bael can take 1 extra legendary action before the
        start of his next turn.  Bael can retake this talent   itself on a success.
        up one additional time.  The extra legendary action
        stacks.
                                                               Summon Devil (1/day)
                                                               Type: Action.
        Magic Immunity I                                       Talent Cost: 4 (Counts as 4 Talents).

        Type: Trait.
                                                               Summon Devil (1/Day). Bael summons 1d4 + 1
        Talent Cost: 2 (Counts as 2 Talents).                  barbed devils.  A summoned devil appears in an
                                                               unoccupied space within 60 feet of Bael, acts as an
        Bael is immune to 1st level spells, but not to
        cantrips.                                              ally of Bael, has no talents, and can't summon other
                                                               devils. It remains for one minute, until it or Bael
                                                               dies, or until Bael dismisses it as an action.
        Magic Immunity II
        Type: Trait.

        Prerequisite Magic Immunity  I


        120         Chapter 2. Mordenkainen's Tome of Foes
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