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Nidhogg creature
Nidhogg creature









Woe to Midgard should a nidhogg be free.Left: Artistic impression of a Völva. No one is sure where nidhoggs come from or why they exist one theory is that they will always exist, as long as there are eagles in the sky, there are worms in the ground, and so too the supernatural beings must destroy the old to allow for the new. Their endless hunger is never satiated by the corpses they feast on when they cannot find dead bodies, they resort to chewing on trees, destroying them at the root.ĭark Origins. Nidhogg dragons are ancient beings corrupted by horrible magics to destroy all that is natural. This skeletal dragon grips corpses in its claws, taking huge, slurping bites out of the meals. The nidhogg makes one bite attack or uses its Swallow. The nidhogg makes a Wisdom ( Perception) check. The nidhogg regains spent legendary actions at the start of its turn. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The nidhogg can take 3 legendary actions, choosing from the options below. If the nidhogg dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone. If the nidhogg takes 60 damage or more on a single turn from a creature inside it, the nidhogg must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the nidhogg. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the nidhogg, and it takes 56 (16d6) necrotic damage at the start of each of the nidhogg’s turns. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. The nidhogg makes one bite attack against a Large or smaller creature it is grappling. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the nidhogg’s Frightful Presence for the next 24 hours. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each creature of the nidhogg’s choice that is within 120 feet of the nidhogg and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. The target dies if this effect reduces its hit point maximum to 0. The reduction lasts until the target finishes a long rest. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the nidhogg regains hit points equal to that amount.

#Nidhogg creature plus#

Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) necrotic damage. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. It then makes three attacks: one with its bite and two with its claws. The nidhogg can use its Frightful Presence. The nidhogg deals double damage to objects, plants, and structures. The nidhogg’s weapon attacks are magical. The nidhogg has advantage on saving throws against spells and other magical effects. If the nidhogg fails a saving throw, it can choose to succeed instead. Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20 Skills Nature +11, Perception +10, Stealth +10Ĭondition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Saving Throws Dexterity +10, Constitution +15, Wisdom +10, Charisma +12









Nidhogg creature