Gen Legend



Crimson

The Nemesis Of The Sands

Beast: Pandamonium

Expert

True Neutral
Medium size
They
⚜️

Lvl: 15

💚

HP: 84

🛡️

AC: 19

🔆

Proficiency Bonus:
+5

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STR: 12 +1

🥢

DEX: 14 +2

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CON: 12 +1

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INT: 13 +1

🦉

WIS: 16 +3

🎭

CHA: 12 +1

⭐️
Skills:

Athletics: +1
Acrobatics: +7
Sleight of Hand: +2
Stealth: +2
Arcana: +1
History: +5
Investigation: +1
Nature: +1
Religion: +1
Animal Handling: +3
Insight: +8
Medicine: +3
Perception: +3
Survival: +5
Deception: +1
Intimidation: +11
Performance: +1
Persuasion: +6

Passive Perception:

13
🎲
Saving Throws:

STR: +1
DEX: +2
CON: +1
INT: +2
WIS: +8
CHA: +1

📜

Languages:

Beastly Speech
Elvish
Sylvan
Common
Giant
Orc

🦿

Movement

Walk: 10ft.

Standing Leap: The Nemesis Of The Sands's long jump is up to half his speed in feet and its high jump is up to third his speed, with or without a running start.

⚔️

Combat Actions

To hit: +7

Slam: 4d4+1 Bludgeoning.

Special Attack:

5 charges per day. Recharges on a long rest.
Poison Slam: 5d4+1 Poison.

🔮

SPELLCASTING: WIS

Spell Save DC: 16

To hit: +8

Cantrips:
Druidcraft:
Transmutation(Action)⟨Instantaneous⟩-30 feet


Whispering to the spirits of nature, you create one of the following effects within range.


Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.


Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.


Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.


Fire Play. You light or snuff out a candle, a torch, or a campfire.

Mending:
Transmutation(1 minute)⟨Instantaneous⟩-Touch

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item, but it can't restore magic to such an object.


Natural Spells:
1 use per day each:
Expeditious Retreat :
Transmutation(Bonus Action)⟨Concentration⟨Up to 10 minute⟩-Self


You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.


Faerie Fire
Comprehend Languages

Rechargable Spells:
Cold Breath:
Recharge 5–6
The Nemesis Of The Sands exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC16 Dexterity saving throw, taking 10 (2d8) cold damage on a failed save, or half as much damage on a successful one.

👁️

Senses


Underwater Camouflage: The Nemesis Of The Sands has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing: The Nemesis Of The Sands can breathe underwater

Hold Breath: The Nemesis Of The Sands can hold its breath for 20 minutes.


🛟

Resistances

Immunities:

poison
bludgeoning, piercing, and slashing from nonmagical attacks


Resistances:

bludgeoning
lightning
psychic


Vulnerabilities:

acid
piercing
radiant



Protections:

Magic Resistance: The Nemesis Of The Sands has advantage on saving throws against magical effects.

🥊

Martial Habilities


Wounded Fury: While The Nemesis Of The Sands has 42 hit points or fewer, The Nemesis Of The Sands has advantage on attack rolls. In addition, The Nemesis Of The Sands deals an extra 10 (3d6) damage to any target The Nemesis Of The Sands hits with a melee attack.

Grappler: On a hit on a melee attack, The Nemesis Of The Sands can choose to do no damage to grapple a creature up to its size. The target is then grappled, with DC 14 to scape the grapple.
Smother: Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and The Nemesis Of The Sands can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (3d6 + 1) bludgeoning damage.


Stench: Any creature other than any Beast that starts its turn within 5 feet of The Nemesis Of The Sands must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all Beasts for 1 hour.

👑

Legendary

Legendary Actions

The Nemesis Of The Sands gains 1 legendary action charge at the end of their turn. Charges can be spent when using a Legendary Action, choosing from the options below.
Only one legendary action can be used at a time, and only at the end of another creature's turn.
Heal Self:
(Costs 3 Actions)
The Nemesis Of The Sands magically regains 9 (2d8 + 1) hit points.

🏰

Lair

Unless otherwise noted, any lair action that demands a saving throw uses the spellsave DC 16.
On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:
Entangling Vines: The Nemesis Of The Sands causes vines to sprout from the ground and entangle creatures in the area. Each creature must succeed on a DC 16 Strength saving throw or be restrained until the end of its next turn.
Grasping Plants: The lair causes roots and vines to temporarily grow. until initiative count 20 on the next round, the ground within 20 feet of The Nemesis Of The Sands is difficult terrain. The Nemesis Of The Sands is immune to this effect.
Animating Art: The Nemesis Of The Sands can animate one of its artworks as an action, bringing to life a shadowy creature (use the stats for a shadow or another appropriate creature, but with an artistic flair in its appearance). This creature acts on its own initiative and follows the commands of The Nemesis Of The Sands. Only one animated artwork can be active at a time.
Mental Manipulation: The Nemesis Of The Sands attempts to dominate one creature it can see within its lair. The target must succeed on a DC 14 Wisdom saving throw or be charmed by the The Nemesis Of The Sands until initiative count 20 on the next round.

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Region

The Nemesis Of The Sands has an effect on its domains that may include any of the following magical effects:
Arcane Bastion: Towering spires and intricate glyphs dominate The Nemesis Of The Sands's domain, a testament to unmatched magical mastery. The land feels alive with arcane energy, and bizarre phenomena offer a glimpse into experiments that push the boundaries of reality itself.
If The Nemesis Of The Sands dies, these effects dissipate during the next 9 days.

🏵️

Traits


They are wise.
Protector

🏛️

Ideal

Aspiration. I work hard to be the best there is at my craft.

🪝

Plot Hook

I'm buying something

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My Story