Mockmaid Matriarch from: HellraptorStudios
https://www.deviantart.com/hellraptorstudios https://www.deviantart.com/boorat/a.....0%3A1562966735
https://www.dndbeyond.com/monsters/.....e-elder-of-the
the Matriarch of the species that is a blind, bloated, sea hag that is gigantic. https://www.sharksider.com/greenland-shark/
Yes she would but it'd be withered and tiny as it would be human-sized while the creature would be be gargantuan.
Simple background would be fine... just want it to look like a creature profile card like you'd see on a toy bio, a monster manual, or character sheet for a game.
And when I mean she's blind I was thinking like www.sharksider.com/greenland-s… this!
Matriarch Mockmaid (Ancient female Elder of the Mockfolk)
Gargantuan monstrosity, lawful evil
Armor Class:20
Hit Points:24d20 + 159 (409)
Speed:60 ft., fly 50 ft., swim 80 ft., climb 20 ft.
STR
27 (+8)
DEX
10 (0)
CON
24 (+7)
INT
14 (+2)
WIS
15 (+2)
CHA
22 (+6)
Saving Throws:Str +6, Con +6, Int +4, Wis +2, Cha +10
Skills:Acrobatics NaN, Animal-handling +4, Arcana +2, History +10, Insight +10, Intimidation +5, Perception +2, Survival +2
Damage Vulnerabilities:cold
Damage Resistances:cold
Damage Immunities:bludgeoning, fire, force, piercing, poison, slashing, thunder
Condition Immunities:prone, invisible, stunned, frightened, charmed, blinded, poisoned, grappled, unconscious
Languages:draconic, deep speech, orc, dwarvish, gnomish, sylvan, elvish, abyssal, common, undercommon, primordial, giant, halfling, goblin
Challenge:20 (25000 XP)
Legendary Resistance (2/Day):If the Matriarch fails a saving throw, it can choose to succeed instead.
Keen Hearing:The creature has advantage on Wisdom (Perception) checks that rely on hearing.
Blood Frenzy:The Matriarch has advantage on melee attack rolls against any creature that doesn't have all its hit points but only underwater.
False Appearance:While the Matriarch remains submerged in water or mud/sand, it is indistinguishable from a normal "friendly" humanoid race, such as a member of the merfolk, sirens, skum, ect. albeit elderly and frail looking.
Amphibious:The monster can breathe air and water.
Spellcasting:The Matriarch is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The Matriarch has the following cleric spells prepared: Cantrips (at will): spare the dying, thaumaturgy. 1st level (2 slots): command, detect magic. 2nd level (2 slots): lesser restoration, zone of truth. 3rd level (2 slots): dispel magic, tongues.
:
Actions
Bite:Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.
Tail/Sting:Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage plus 30 (10d10) poison damage, and the target must succeed on a DC 20 Constitution saving throw or become poisoned for 5 minutes. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Slam:Melee Weapon Attack: +12 to hit, reach 30 ft., one target. Hit: 28 (6d8 + 8) bludgeoning damage.
Saw/Tusk Attack:Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 12 (2d10 + 2) slashing damage.
Gore:Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 30 (6d20 + 12) piercing damage.
Fists:Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 30 (6d20 + 12) bludgeoning damage.
Constrict:Melee Weapon Attack: +20 to hit, reach 20 ft., one Huge or smaller creature. Hit: 30 (4d20 + 12) bludgeoning damage plus 30 (4d20 + 12) slashing damage. The target is grappled (escape DC 20) if the mockmaid isn't already constricting a creature, and the target is restrained until this grapple ends.
Tendril/Whiskers:Melee Weapon Attack: +14 to hit, reach 60 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the Mockfolk can't use the same tendril on another target.
Legendary Actions
Frightful Presence:Each creature of the Matriarch's choice that is within 120 feet of the Matriarch and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Matriarch's Frightful Presence for the next 24 hours.
Electrical Discharge (Recharge 5–6):The Matriarch discharges lightning from any point on its body in a 330--foot line that is 5 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Amphibian Climb:The Matriarch can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Must have at least 4 points of contact with the surface to maintain the climb or else they will fall and take damage.
Detect:The Matriarch makes a Wisdom (Perception) check.
Wing Attack (Costs 2 Actions):The Matriarch beats its wing/fins. Each creature within 15 feet of the Matriarch must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The Matriarch can then fly up to half its flying speed.
Multiattack:The Matriarch makes five attacks: one with its bite and four with its arms. It can make one tail attack in place of its two claw attacks.
Swallow:The Matriarch makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the mockmaiden, and it takes 25 (12d10) acid damage at the start of each of the Matriarch's turns. A mockmaid can have only two creature swallowed at a time.
Deadly Leap:If the Matriarch jumps at least 30 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14(6d10 + 4) bludgeoning damage plus 14(6d8 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 15 feet out of the mockmaiden's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the Matriarch's space.
Ink Cloud (Recharges after a Short or Long Rest):A 50- foot-radius cloud of ink extends all around the octopus(on the back of the Matriarch creature's lure head) if it is underwater. The area is heavily obscured for 5 minutes, although a significant current can disperse the ink.
Telepathy:The Matriarch can magically transmit messages/commands and images to any member of their own species as long as they are familiarly related and within 1,000 feet of it. This form of telepathy doesn't allow the creature to telepathically communicate to other species.
Cast a Spell (Costs 3 Actions):The Matriarch casts a spell from its list of prepared spells, using a spell slot as normal.
https://www.deviantart.com/hellraptorstudios https://www.deviantart.com/boorat/a.....0%3A1562966735
https://www.dndbeyond.com/monsters/.....e-elder-of-the
the Matriarch of the species that is a blind, bloated, sea hag that is gigantic. https://www.sharksider.com/greenland-shark/
Yes she would but it'd be withered and tiny as it would be human-sized while the creature would be be gargantuan.
Simple background would be fine... just want it to look like a creature profile card like you'd see on a toy bio, a monster manual, or character sheet for a game.
And when I mean she's blind I was thinking like www.sharksider.com/greenland-s… this!
Matriarch Mockmaid (Ancient female Elder of the Mockfolk)
Gargantuan monstrosity, lawful evil
Armor Class:20
Hit Points:24d20 + 159 (409)
Speed:60 ft., fly 50 ft., swim 80 ft., climb 20 ft.
STR
27 (+8)
DEX
10 (0)
CON
24 (+7)
INT
14 (+2)
WIS
15 (+2)
CHA
22 (+6)
Saving Throws:Str +6, Con +6, Int +4, Wis +2, Cha +10
Skills:Acrobatics NaN, Animal-handling +4, Arcana +2, History +10, Insight +10, Intimidation +5, Perception +2, Survival +2
Damage Vulnerabilities:cold
Damage Resistances:cold
Damage Immunities:bludgeoning, fire, force, piercing, poison, slashing, thunder
Condition Immunities:prone, invisible, stunned, frightened, charmed, blinded, poisoned, grappled, unconscious
Languages:draconic, deep speech, orc, dwarvish, gnomish, sylvan, elvish, abyssal, common, undercommon, primordial, giant, halfling, goblin
Challenge:20 (25000 XP)
Legendary Resistance (2/Day):If the Matriarch fails a saving throw, it can choose to succeed instead.
Keen Hearing:The creature has advantage on Wisdom (Perception) checks that rely on hearing.
Blood Frenzy:The Matriarch has advantage on melee attack rolls against any creature that doesn't have all its hit points but only underwater.
False Appearance:While the Matriarch remains submerged in water or mud/sand, it is indistinguishable from a normal "friendly" humanoid race, such as a member of the merfolk, sirens, skum, ect. albeit elderly and frail looking.
Amphibious:The monster can breathe air and water.
Spellcasting:The Matriarch is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The Matriarch has the following cleric spells prepared: Cantrips (at will): spare the dying, thaumaturgy. 1st level (2 slots): command, detect magic. 2nd level (2 slots): lesser restoration, zone of truth. 3rd level (2 slots): dispel magic, tongues.
:
Actions
Bite:Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.
Tail/Sting:Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage plus 30 (10d10) poison damage, and the target must succeed on a DC 20 Constitution saving throw or become poisoned for 5 minutes. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Slam:Melee Weapon Attack: +12 to hit, reach 30 ft., one target. Hit: 28 (6d8 + 8) bludgeoning damage.
Saw/Tusk Attack:Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 12 (2d10 + 2) slashing damage.
Gore:Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 30 (6d20 + 12) piercing damage.
Fists:Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 30 (6d20 + 12) bludgeoning damage.
Constrict:Melee Weapon Attack: +20 to hit, reach 20 ft., one Huge or smaller creature. Hit: 30 (4d20 + 12) bludgeoning damage plus 30 (4d20 + 12) slashing damage. The target is grappled (escape DC 20) if the mockmaid isn't already constricting a creature, and the target is restrained until this grapple ends.
Tendril/Whiskers:Melee Weapon Attack: +14 to hit, reach 60 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the Mockfolk can't use the same tendril on another target.
Legendary Actions
Frightful Presence:Each creature of the Matriarch's choice that is within 120 feet of the Matriarch and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Matriarch's Frightful Presence for the next 24 hours.
Electrical Discharge (Recharge 5–6):The Matriarch discharges lightning from any point on its body in a 330--foot line that is 5 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Amphibian Climb:The Matriarch can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Must have at least 4 points of contact with the surface to maintain the climb or else they will fall and take damage.
Detect:The Matriarch makes a Wisdom (Perception) check.
Wing Attack (Costs 2 Actions):The Matriarch beats its wing/fins. Each creature within 15 feet of the Matriarch must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The Matriarch can then fly up to half its flying speed.
Multiattack:The Matriarch makes five attacks: one with its bite and four with its arms. It can make one tail attack in place of its two claw attacks.
Swallow:The Matriarch makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the mockmaiden, and it takes 25 (12d10) acid damage at the start of each of the Matriarch's turns. A mockmaid can have only two creature swallowed at a time.
Deadly Leap:If the Matriarch jumps at least 30 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14(6d10 + 4) bludgeoning damage plus 14(6d8 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 15 feet out of the mockmaiden's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the Matriarch's space.
Ink Cloud (Recharges after a Short or Long Rest):A 50- foot-radius cloud of ink extends all around the octopus(on the back of the Matriarch creature's lure head) if it is underwater. The area is heavily obscured for 5 minutes, although a significant current can disperse the ink.
Telepathy:The Matriarch can magically transmit messages/commands and images to any member of their own species as long as they are familiarly related and within 1,000 feet of it. This form of telepathy doesn't allow the creature to telepathically communicate to other species.
Cast a Spell (Costs 3 Actions):The Matriarch casts a spell from its list of prepared spells, using a spell slot as normal.
Category Artwork (Digital) / Fantasy
Species Aquatic (Other)
Gender Female
Size 1280 x 887px
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