Asperii

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5e homebrew

Grognard (2014)

Asperii Grognard (2014)

Large elemental (air), neutral good


Armor Class
15
Hit Points
38 (4d10+12) [64 (8d10+12) for Nobles]
Speed
50 ft., fly 120 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 14 (+2) 12 (+1) 12 (+1)

Damage Resistances
cold, lightning, thunder
Damage Immunities
gaze attacks, wind and air based attacks
Senses
true sight, passive Perception 11
Languages
Auran
Challenge
2 (4 for Nobles)

True Seeing
Asperii can see things as they actually are. It sees invisible creatures notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. Its true sight is so keen that it is immune to gaze attacks.
Telepathy
Asperii communicate via telepathy with a range of 60 feet (90 feet for Nobles).
Feather Fall
Asperii can cast feather fall up to 4 times per day. Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Suggestion (Nobles only)
Can implant a suggestion in creatures of 3 Hit Dice or fewer.

Actions

Multiattack
An asperii can attack with one hooves and one bite attack.
Hooves
melee weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning [16 (2d8+8) for Nobles] damage.
Bite
melee weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d3+4) piercing [8 (1d6+4) for Nobles] damage.

Reddit (2018)

Asperii Reddit (2018)

Large beast, neutral good


Armor Class
20
Hit Points
85 (10d10+30)
Speed
60 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 16 (+3) 12 (+1) 10 (+0)

Saving Throws
Cha +2
Damage Immunities
cold
Senses
darkvision 60 ft., passive Perception 11
Languages
telepathy 60 ft.
Challenge
4

Mobile
The asperii can use its bonus action each turn to take the disengage action.
Dodge Arrows
Any ranged attack against the asperii in the air has disadvantage as the winds themselves seem to push the attacks away and the asperii doges impossibly fast from sure hits.
Ride The Winds
The asperii is unaffected by any natural or magical winds which seem to actively aid the wind steed and are always behind it.
Innate Spellcasting
The asperii's spellcasting ability is Intelligence (spell save DC 13). The asperii can innately cast the following spells, requiring no material components: 4/day each: featherfall (as the spell)

Actions

Multiattack
The Asperii make 2 hoof attacks and a bite.
Hoof
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning damage.
Bite
Melee weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage.

See also

  • AD&D: Dragon #89 “Creature Catalog: Wind Steed” by Ed Greenwood
  • AD&D2: MC3 Forgotten Realms AppendixMCA4 Annual Volume Four
  • D&D3: Monster Manual II (3rd Ed.)RealmsHelps
  • Asperii (FR wiki)