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The Hollow World of Aekko

Farma Poros CR: 6

Medium fey, chaotic good
Armor Class: 17
Hit Points: 86HP 8d6+60
Speed: 35 ft , swim: 15 ft , climb: 5 ft

STR

11 +0

DEX

18 +4

CON

13 +1

INT

9 -1

WIS

16 +3

CHA

15 +2

Saving Throws: Dexterity +7, Charisma +5
Skills: Acrobatics +7, Deception +5, Insight +6, Sleight of Hand
Damage Resistances: Bludgeoning, Piercing, Slashing, Thunder
Condition Immunities: Charmed
Senses: Tremor Sense 60ft, Passive Perception 13
Languages: Thievs' Cant, Common, Sylvan, Undercommon
Challenge Rating: 6 ( 2300 XP)
Proficiency Bonus: +3

Medium Armor. Creatues have disadvantage when making oppertunity attacks against Farma, but when she uses the disengage action her movement is reduced to 1/3.
Life on the Open Road. The farma poros has advantage on attack rolls when mounted on a vehicle.
Misími Armor. Spell attacks have disadvantages on Farma while she wears this armor. Additionally, when Farma would normally take half damage after succeeding on a spell save, she will instead take no damage.

Actions

Multiattack. Farma Poros makes a number two weapon attacks with each action.

Fruiting Beaked Shortsword. Melee Weapon Attack: +8 to hit, reach 5ft, one creature. Hit: 8 1d6+5 piercing damage.
Misími Hand Crossbow of Eyes. Ranged Weapon Attack: +8 to hit, range (30/120), one creature. Hit: 8 1d6+5 piercing damage.
Beating a targets AC by 4 prevents the target from casting spells or using magical features until the start of their next turn.

Bamboo Armor (1/day). Once per day as an action Farma may end a non-magical effect on herself.

Fang Armor (4/day). Farma may break off a fang from her armor and throw it. Make ranged attack roll with a range (20/80). On hit the target takes 1d4 slashing damage and Farma gains advantage on her next attack roll against that target.

Hookshot (3/day). As an action Farma can make a ranged attack against a creature or object up to 100ft away to attach to it with the grappling hook. If a creature is targeted, they must make a DC15 Strength saving throw or be restrained. As a bonus action she may drag the target up to 15ft towards you as long as it is large or smaller.

Rocket Skates. As an action equip the rocket skates. For 1 hour gain +10 movement speed. If traveling across difficult terrain your speed is reduced by 5ft.

Bonus Actions

Fruit Weapon (6/day). Farma has six fruits hanging from her Shortsword. As a bonus action pick a fruit and cover the weapon with its juices to add one of the following elements to it: acid, cold, fire, lightning. Upon making her next successful attack roll with this weapon, the target will take an extra 1d6 of your chosen damage. 1d4 fruits grow back each day (max 6). If the number of fruits is reduced to 0, the plant dies and will no longer produce fruit.

Eye Weapon (1/day). Once per long rest as a bonus action, ignore any disadvantage for attack rolls until the end of Farma's turn.

Pick Two of the Following

Whale Diesel Can (4/day). As a bonus action throw a can of fuel with a range of (30/90). An area of 10ft around the impact zone becomes covered in the fuel for 1 hour or until ignited. Ignition is triggered when the area or creature covered in fuel takes any acid, fire, or lightning damage. While ignited the area burns for 10 min and any creature that starts their turn in or enters the area takes 2d6 fire damage. This item can also be used to refresh all item charges that require the fuel.

Bolas (3/day). As a bonus action throw the bolas at a target. The target must make a DC15 Strength saving throw or become grappled. The target may attempt the save again at the start of its turn as an action.

Smoke Screen (3/day). As a bonus action throw the pouch at a target with range of (30/90). For 1 hour a cloud of concealing smoke covers a 20ft radius surrounding the target area. The cloud can be dispersed from a moderate or greater gust of wind.

Whetstone (3/day). As a bonus action use the whetstone to sharpen one weapon or four pieces of ammunition, other than cartridges. For the next four attacks add 3 to damage and attack rolls.

Lightning in a bottle (3/day). As a bonus action throw a jar of captured lightning at your target with a range of (30/90)ft. Any creature within a 10ft radius of the target must make a DC15 Constitution saving throw or take 2d8+3 lightning damage and becomes stunned until the start of their next turn.

Healing Potion LvL 2 (3/day). A revolting green sludge with an occasional chunk in a clear glass bottle. Drink the contents of the bottle to regain up to 3d4+3 HP.

Reactions

Parry. When a creature makes a successful attack against your AC, use a reaction to add +3 to your AC until the start of your next turn.

Beak Weapon (2/day). When a creature you can see within 30ft fails a saving throw, you may play a song through the weapon as a reaction. The creature may add 3 to their saving throw roll. If the creature is deafened, or otherwise cannot hear the song, the action fails. This action can be performed a number of times equal to your Charisma modifier (min 1) per long rest.

Blood Armor. As a reaction after killing a creature, other than a construct, you gain temp HP based on the size of the creature. Roll a number of d8 equal to the number of sizes larger the felled creature was (min 1) and gain that amount of temp HP.


Created by

HeckinWar.

Statblock Type

Monster

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