Page 121 - Dragonix - DM Options, Monster Talents II
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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

