Page 226 - Monster Manual Expanded III Dragonix
P. 226

Sarimanok                                             Prismatic Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one
                                                               target. Hit: Roll a d8 to determine which color tail affects the target.
         Medium celestial, lawful good
                                                                 1. Red. 17 (5d6) fire damage.
                                                                 2. Orange. 17 (5d6) acid damage.
         Armor Class 17 (natural armor)
                                                                 3. Yellow. 17 (5d6) lightning damage.
         Hit Points 75 (10d8 + 30)
                                                                 4. Green. 17 (5d6) poison damage.
         Speed 30 ft., fly 60 ft.
                                                                 5. Blue. 17 (5d6) cold damage.

             STR           DEX           CON           INT           WIS           CHA      6. Indigo. The target must make a DC 14 Constitution saving throw.
                10 (+0)       16 (+3)      16 (+3)      14 (+2)     17 (+3)       17 (+3)   or become petrified for 1 hour.  A creature can repeat the saving
                                                               throw at the end of each of its turns, ending the effect on itself on a
         Saving Throws Dex +6, Wis +6, Cha +6                  success.
                                                                 7. Violet. The target must make DC 14 Wisdom saving throw or
         Skills Insight +6, Perception +6
                                                               be transported to another plane of existence of the GM's choosing.
         Damage Resistances radiant; bludgeoning, piercing, and slashing
                                                               (Typically, a creature that is on a plane that isn't its home plane
           from nonmagical attacks
         Condition Immunities charmed, exhaustion, frightened   is banished home, while other creatures are usually cast into the
                                                               Astral or Ethereal planes.)  A creature can repeat the saving throw
         Senses darkvision 60 ft., passive Perception 16
                                                               at the end of each of its turns.  On a success, the target reappears in
         Languages Celestial, Common, Sylvan, telepathy 60 ft.
                                                               the space it left or in the nearest unoccupied space if that space is
         Challenge 5 (1,800 XP)       Proficiency Bonus +3
                                                               occupied.
                                                                 8. Special. The target is struck by two tails. Roll twice more,
         Illumination. The sarimanok sheds bright light in a 5-foot radius
                                                               rerolling any 8.
         and dim light for an additional 5 feet.
                                                               Innate Spellcasting. The sarimanok's innate spellcasting ability is
         Magic Resistance. The sarimanok has advantage on saving throws
                                                               Wisdom (spell save DC 14). It can innately cast the following spells,
         against spells and other magical effects.
                                                               requiring no material components:
         Magic Weapons. The sarimanok's weapon attacks are magical.  At will: detect evil and good
         Actions                                               3/day each: bless (no concentration required), dawn, plane shift
                                                               1/day each: control weather, heal
         Multiattack. The sarimanok makes three attacks: one with its Beak,
                                                               Sarimanok's Crow (1/Day). The sarimanok emits a magical crow.
         one with its Talons, and one with its Prismatic Tail.
                                                               Each creature of the sarimanok's choice that is within 120 feet of
         Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.   it, can hear it, and not already affected by Sarimanok's Crow gains
         Hit: 7 (1d8 + 3) piercing damage.                     5 temporary hit points and advantage on initiative rolls, becomes
         Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.  immune to being charmed and frightened, and can't be put to sleep by
         Hit: 12 (2d8 + 3) slashing damage.                    magic for 1 minute.
         Sarimanok, Greater                                    Prismatic Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one
                                                               target. Hit: Roll a d8 to determine which color tail affects the target.
         Large celestial, lawful good
                                                                 1. Red. 35 (10d6) fire damage.
                                                                 2. Orange. 35 (10d6) acid damage.
         Armor Class 18 (natural armor)
                                                                 3. Yellow. 35 (10d6) lightning damage.
         Hit Points 114 (12d10 + 48)
                                                                 4. Green. 35 (10d6) poison damage.
         Speed 30 ft., fly 60 ft.
                                                                 5. Blue. 35 (10d6) cold damage.
                                                                 6. Indigo. The target must make a DC 16 Constitution saving throw
             STR           DEX           CON           INT           WIS           CHA
                                                               or become petrified for 24 hours.  A creature can repeat the saving
                14 (+2)       16 (+3)      19 (+4)      15 (+2)     18 (+4)       18 (+4)
                                                               throw at the end of each of its turns, ending the effect on itself on a
                                                               success.
         Saving Throws Dex +7, Wis +8, Cha +8
                                                                 7. Violet. The target must make DC 16 Wisdom saving throw or
         Skills Insight +8, Perception +8
                                                               be transported to another plane of existence of the GM's choosing.
         Damage Resistances radiant; bludgeoning, piercing, and slashing
                                                               (Typically, a creature that is on a plane that isn't its home plane
           from nonmagical attacks
                                                               is banished home, while other creatures are usually cast into the
         Condition Immunities charmed, exhaustion, frightened
                                                               Astral or Ethereal planes.)  A creature can repeat the saving throw
         Senses darkvision 60 ft., passive Perception 18
                                                               at the end of each of its turns.  On a success, the target reappears in
         Languages Celestial, Common, Sylvan, telepathy 60 ft.
                                                               the space it left or in the nearest unoccupied space if that space is
         Challenge 10 (5,900 XP)       Proficiency Bonus +4
                                                               occupied.
                                                                 8. Special. The target is struck by two tails. Roll twice more,
         Illumination. The sarimanok sheds bright light in a 5-foot radius   rerolling any 8.
         and dim light for an additional 5 feet.
                                                               Innate Spellcasting. The sarimanok's innate spellcasting ability is
         Magic Resistance. The sarimanok has advantage on saving throws
                                                               Wisdom (spell save DC 16). It can innately cast the following spells,
         against spells and other magical effects.
                                                               requiring no material components:
         Magic Weapons. The sarimanok's weapon attacks are magical.  At will: detect evil and good
         Actions                                               3/day each: bless (no concentration required), dawn, plane shift
                                                               1/day each: control weather, heal, prismatic spray
         Multiattack. The sarimanok makes three attacks: one with its Beak,
                                                               Sarimanok's Crow (1/Day). The sarimanok emits a magical crow.
         one with its Talons, and one with its Prismatic Tail.
                                                               Each creature of the sarimanok's choice that is within 120 feet of
         Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.   it, can hear it, and not already affected by Sarimanok's Crow gains
         Hit: 12 (2d8 + 3) piercing damage.                    10 temporary hit points and advantage on initiative rolls, becomes
         Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.  immune to being charmed and frightened, and can't be put to sleep by
         Hit: 21 (4d8 + 3) slashing damage.                    magic for 1 minute.
                                                                                                                  225
                                                                                                  Bestiary
   221   222   223   224   225   226   227   228   229   230   231