This is homebrew, submitted by a member of the community.
Midrem
Midrem
Medium Monstrosity, Lawful evilMedium Monstrosity, Lawful evil- You can create a dice macro by putting square brackets [] around it. [+4] will make a clickable link to roll d20+4. [2d6+3] will make a clickable link to roll 2d6+3.
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Freezing Gaze. When a creature that can see the Midrem's eyes starts its turn within 30 feet of the Midrem, the Midrem can force it to make a DC 14 Constitution saving throw if the Midrem isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly frozen into an ice figure. Otherwise, a creature that fails the save begins to freeze solid and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming frozen on a failure or ending the effect on a success. The frozen effect lasts until the creature is freed by the greater restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the Midrem until the start of its next turn, when it can avert its eyes again. If the creature looks at the Midrem in the meantime, it must immediately make the save.
If the Midrem sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the Midrem is, due to its curse, affected by its own gaze.
[b]Freezing Gaze.[/b] When a creature that can see the Midrem's eyes starts its turn within 30 feet of the Midrem, the Midrem can force it to make a DC 14 Constitution saving throw if the Midrem isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly frozen into an ice figure. Otherwise, a creature that fails the save begins to freeze solid and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming frozen on a failure or ending the effect on a success. The frozen effect lasts until the creature is freed by the [i]greater restoration[/i] spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the Midrem until the start of its next turn, when it can avert its eyes again. If the creature looks at the Midrem in the meantime, it must immediately make the save.
If the Midrem sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the Midrem is, due to its curse, affected by its own gaze.
Actions
Multiattack. The Midrem makes either three melee attacks
one with is snake hair and two with its shortsword
or two ranged attacks with its longbow.
Snake Hair. Melee Weapon Attack: +6 to hit, reach 5ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 14 (4d6) poison damage.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage.
[b]Multiattack.[/b] The Midrem makes either three melee attacks---one with is snake hair and two with its shortsword---or two ranged attacks with its longbow.
[b]Snake Hair.[/b] [i]Melee Weapon Attack:[/i] +6 to hit, reach 5ft., one creature. [i]Hit:[/i] 5 (1d4 + 3) piercing damage plus 14 (4d6) poison damage.
[b]Shortsword.[/b] [i]Melee Weapon Attack:[/i] +6 to hit, reach 5ft., one target. [i]Hit:[/i] 6 (1d6 + 3) piercing damage.
[b]Longbow.[/b] [i]Ranged Weapon Attack:[/i] +6 to hit, range 150/600 ft., one target. [i]Hit:[/i] 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage.
Legendary Actions
Details
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