BoS:Sea Sload

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Sea Sload
Huge Monstrosity, chaotic evil

Armor Class 16
Hit Points 102 (12d12 + 24)
Speed 25 ft., swim 40 ft.

STR AGI END INT WIL PER
12 (+1) 14 (+2) 15 (+2) 17 (+3) 19 (+4) 13 (+1)

Saving Throws End +7, Will +9
Skills Arcana +8, Deception +6, Insight +9, Perception +9
Damage Vulnerabilities {{{vulnerabilities}}}
Damage Resistances psychic
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 19
Languages Tamrielic, Thrassian, telepathy 120ft.

Challenge 15 (13,000 XP)Proficiency Bonus +5
Amphibious. The sea sload can breathe air and water.

Legendary Resistance (3/Day). If the sea sload fails a saving throw, it can choose to succeed instead.

Psychic Defense. While the sea sload is wearing no armor and wielding no shield, its AC includes its Willpower modifier.

Spellcasting. The sea sload is a 13th-level spellcaster. Its spellcasting ability is Willpower (spell save DC 17, +9 to hit with spell attacks). The sea sload has the following spells prepared, and has 83 magicka points:

Actions
Mind Blast. Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 13 (3d8) psychic damage.

Hallucinosis. The sea sload chooses a pearlescent orb it can see within 60 feet. The orb explodes in a psychic wave. Each creature within 10 feet of the orb must make a DC 17 Willpower saving throw. On a failed save, a creature takes 13 (3d8) psychic damage and is stunned. The creature takes half as much damage on a successful save and is not stunned. A stunned creature can remake their saving throw at the end of each of their turns, ending the stun effect on a successful save.

Summon Orb (Recharge 5-6). The sea sload summons two pearlescent orbs which appear within 60 feet. Each orb has 15 hit points and an AC of 12. Each creature within a 5 foot radius of an orb takes 7 (2d6) psychic damage. A creature takes the same damage when it enters the radius for the first time on a turn or ends its turns there. The sea sload can move each orb up to 10 feet on each of its turns. No more than 5 orbs can be active at the same time.

Teleport. The sea sload magically teleports, along with any equipment its wearing or carrying, up to 60 feet to an unoccupied space it can see.
Legendary Actions
Ingurgitate (Costs 2 Actions). The sea sload consumes a pearlescent orb within 5 feet of it, instantly regaining 20 hit points.

Mind Blast. The sea sload makes one mind blast attack.

Teleport. The sea sload uses its teleport action.

Found In: Bestiary of Summerset



Description

For naughty Altmer children, a mother's warning that the Sload will get them is enough to make them behave, or at least, have nightmares for days. Sload, the slug-like beast-folk of the Coral Kingdom of Thras are creatures that have terrorized the High Elves since before recorded time. These hulking slug-folk are notorious for their necromantic mastery.

These cantankerous creatures live in the Abecean Sea and are loath to treat with any of the races of Tamriel. They are generally hostile and belligerent to all other mortal races, although there is some evidence of diplomatic traffic between the Sload and the Maormer, even though there are plenty of accounts of conflict between the slugmen and the Sea Elves

Revisions

  • 2022-02-17: Added cantrips, switched to magicka points, replaced crown of madness with detect thoughts.