Matoran Universe world illustration - Fantasy theme
Fantasy

Matoran Universe

K
KaiKenbionicle

The matoran Universe is a ocean & series of islands and continents inside the massive robot Mata Nui


Author's Note: The geography, landscape and climate varies from island to island. The entire Matoran Universe is encased in a giant collossal Robot Body which is as big as a Planet. The Robot's name is the Great Spiri Mata Nui and he is the God of the planet within the giant robot's body. The Matoran Universe was comprised of a variety of domes; massive individual caves separated by gates with oceans and islands of their own. Climate on nearly everaly island is evenly divided by areas of the six main elements, ie. Fire villages (lava), ice villages (snow), Air villages (jungle), Water village (ocean), Rock village (Desert) and Earth Village (under ground cave systems). Some cities like Metru Nui are futuristic and made of metal. The inhabitants of the former Matoran Universe are normally about 85% mechanical and 15% organic, while the natives of the Spherus Magna are around 85% organic with 15% mechanical implants. It was made by the Great Beings and watched over by the Great Spirit Mata Nui himself before Teridax succeeded
Played1 times
Cloned0 times
Created
298 days ago
Last Updated
15 days ago
VisibilityPublic
Quasit
CR 1Tiny Fiend
Quasit
HP Range3 - 12 (Avg: 8)
AC13
XP200
Details
SizeTiny
TypeFiend
CR1
XP200
LanguagesAbyssal, Common
Defenses
Armor Class13
HP Range3 - 12 (Avg: 8)
Damage VulnerabilitiesNone
Damage Resistances, , ,
Damage Immunities
Condition Immunities
Actions

Claw (Bite in Beast Form)

Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Invisibility

The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.

Scare

One creature of the quasit's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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