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Deadly Sin of Greed - Monsters - Homebrew - D&D Beyond

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Published by goroiamanuci, 2023-08-16 07:46:20

Deadly Sin of Greed - Monsters - Homebrew - D&D Beyond

Deadly Sin of Greed - Monsters - Homebrew - D&D Beyond

16/08/23, 13:46 Deadly Sin of Greed - Monsters - Homebrew - D&D Beyond https://www.dndbeyond.com/monsters/869464-deadly-sin-of-greed 1/1 AlistorSoren ADD TO COLLECTION REPORT Description The Deadly Sin of Greed is the embodiment of one of The Seven Deadly Sins. Created specifically to battle its counterpart, The Heavenly Virtue of Charity. It can take any appearance it desires, often taking the form it feels would be most pleasing to the creature or person it is trying to steal... or steal from. Its regeneration ability makes it hard to put down, and even if it is defeated, adventurers should be wary of its Heart Shard, for it holds every soul the Deadly Sin of Greed has collected. Monster Tags: DEMON Deadly Sin of Greed Huge Fiend (Devil), Any Evil Alignment Armor Class 20 (natural armor) Hit Points 305 (22d12 + 150) Speed 50 ft., fly 100 ft. STR 26 (+8) DEX 18 (+4) CON 22 (+6) INT 20 (+5) WIS 18 (+4) CHA 22 (+6) Saving Throws STR +16, CON +14, WIS +12, CHA +14 Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Fire, Poison Condition Immunities Charmed, Exhaustion, Frightened, Poisoned Senses Truesight 120 ft., Passive Perception 18 Languages Abyssal, Infernal, Telepathy 120 ft. Challenge 25 (75,000 XP) Proficiency Bonus +8 Heart Shard. When the Deadly Sin is reduced to 0 hit points, a small, red crystal is left in its place. Any creature that touches this crystal musts succeed on a DC 22 Wisdom saving throw or become cursed with the Sin of Greed: You treat the crystal as your most prized possession. It is yours and belongs only to you. Anyone who tries to take it away from you is an enemy. Whenever you see an object of significant value (500 gold or more), you must succeed on a DC 18 Wisdom saving throw or attempt to take it. Select one item in your inventory worth more than 10 gold. You must obsessively hoard this item. This curse can can only be broken by a Greater Restoration or Wish spell. Burning Aura. At the start of each of the Deadly Sin's turns, each creature within 10 feet of it takes 13 (4d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the Deadly Sin or hits it with a melee attack while within 10 feet of it takes 13 (4d6) fire damage. Magic Resistance. The Deadly Sin has advantage on saving throws against spells and other magical effects. Magic Weapons. The Deadly Sin's weapon attacks are magical. Regeneration. The Deadly Sin regenerates 10 hit points at the start of each of its turns. Actions Multiattack. The Deadly Sin makes two attacks: one with its longsword and one with its whip. Longsword. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 6) slashing damage plus 20 (4d8) lightning damage. If the Deadly Sin scores a critical hit, it rolls damage dice three times, instead of twice. Whip. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 14 (4d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the Deadly Sin. Legendary Actions The Deadly Sin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Deadly Sin regains spent legendary actions at the start of its turn Flame Burst (Costs 2 Actions). The Deadly Sin gathers fire and brimstone in its hand, throwing it at a spot within 150 ft. Each creature of its choice in a 20-foot radius must make a DC 23 Dexterity saving throw, taking 20 (6d6) fire damage plus 20 (6d6) lightning damage on a failed save, or half as much damage on a successful one. Menacing Roar (Costs 3 Actions). Every creature of the Deadly Sin's choice within 30 feet must succeed on a DC 17 Wisdom saving throw or become frightened until the end of the Deadly Sin's next turn. While frightened in this way, they are also paralyzed. Teleport. The Deadly Sin magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. We have updated our privacy policy. Click the link to learn more. ©2023 D&D Beyond | All Rights Reserved Dungeons & Dragons, D&D, their respective logos, and all Wizards titles and characters are property of Wizards of the Coast LLC in the U.S.A. and other countries. ©2023 Wizards. Deadly Sin of Greed ☁️ Take your game to new heights! Get Bigby Presents: Glory of the Giants now DISMISS


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