One-Shot Adventures

One Shot:The Celestial Job 5e

This folder contains short adventures for the Dungeons & Dragons 5e tabletop role-playing game.

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The Celestial Unifrog Large celestial, lawful good Armor Class 14 (natural armor) Hit Points 67 (9d10 + 18) Speed 20 ft., swim 30 ft. STR DEX CON INT WIS CHA 18 (+4)14 (+2)15 (+2)11 (+0)17 (+3)16 (+3) Damage Immunities poison Condition Immunities charmed, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 13 Languages understands but cannot speak Celestial, Elvish Challenge 5 (1,800 XP) Amphibious. The unifrog can breathe air and water. Standing Leap. The unifrog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unifrog can innately cast the following spells, requiring no components: 1/day each: calm emotions, dispel evil and good, entangle Magic Resistance. The unifrog has advantage on saving throws against spells and other magical effects. Magic Weapons. The unifrog's weapon attacks are magical. Actions Multiattack. The unifrog makes two attacks from among its tongue, horn, and bite attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the unifrog can't bite another target. Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target. Tongue. The unifrog targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a DC 14 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the unifrog, and the unifrog can make a bite attack against it as a bonus action. Swallow. The unifrog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the unifrog, and it takes 5 (2d4) radiant damage at the start of each of the unifrog's turns. The unifrog can have only one target swallowed at a time. If the unifrog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. Legendary Actions The unifrog 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 unicorn regains spent legendary actions at the start of its turn. Horn. The unicorn makes one attack with its horn. Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8 + 2) hit points.

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