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Taji (Minor Loa) in Dungeons & Dragons 5e

Taji (Minor Loa)

Large loa,
Armor Class: 22 (Natural Ablative Armour + Dexterity)
Hit Points: 333 (33d12 + 99)
Speed: 45 ft , fly: 45 ft , swim: 45 ft

STR

24 +7

DEX

17 +3

CON

16 +3

INT

16 +3

WIS

19 +4

CHA

24 +7

Saving Throws: Add +3 (half proficiency bonus to all saves and skills): Start of Taji turn select two saving throws and gain additional full proficiency bonus and additional full proficiency bonus to one skill check
Skills: Magic Resistance: Has advantage on all savings throws vs magic or magical effects
Damage Vulnerabilities: Cold
Damage Resistances: Fire, Lightning
Damage Immunities: Psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: Darkvision 120”
Ability to see 60" into adjoining planes and spaces
Languages: Understand and speaks all languages ze has heard or read
Proficiency Bonus: +6

Sorcerer L22:

  • DC savings throws DC 20
  • Spell attack rolls +12
  • Elderday spells only

At will:
Emotional Presence:
On initiative count of 20, any creature of Taji’s choosing within 90” of Taji must make a DC 15 wisdom save against the minor maelstrom that is Taji’'s Emotional Presence. On a fail, Taji determines if the creature is either:
  • unaffected
  • panicked ( excessive worry, difficulty controlling worry, physical symptoms like a racing heart or sweating, and behavioral changes like avoidance of certain situations)
  • anxious (excessive worry, difficulty controlling worry, racing heart or sweating, and avoidance)


Arcane alignment:

  • Taji can manipulate Elderday artefacts and magic items without requiring attunement, alignment or connection nor the need to study the item first
Loa Vigilance:
  • Taji is never surprised
  • Taji gains advantage on all initiative counts, and always goes on minimumof initaive count 20
Phasing:
  • Taji can invoke the Phasing condition up to six times per 24 hour period, for a duration of up to one hour on each occassion
Legendary Savings Throw:
  • Twice per day Taji may choose to make a savings throw or proficiency check it has failed

Actions

Multiattack, combination of anyof the below (x3):

  • Lashing Blade, range 30” +12 2d12+6 (magical slashing)
  • Dancing Glance, range 10” DC 20 wisdom save or dance 20” away from Taji, cannot make an attack of opportunity until next turn
Psychic Power:
12d12 Psionic Dice
  • Reaction - Protective Shield (reduce damage within 30” by d12+12)
  • Psionic Strike (d12+12 force damage to a successful attack made within 30”)
  • Telekinetic Movement (Move large or smaller object 90” to an occupied space)
  • Telekinetic Thrust (if target struck by Psionic Strike Strength DC 20 or be knocked back 10” + prone)
  • Bulwark of Force (Bonus Action, up to 5 creatures within 600” gain half cover for 1 minute or until incapacitation)
  • Telekinetic Master (Cast telekinesis with no components as bonus action)

Bonus Actions

Retaliation:

  • If other creatures attacks Taji or target it with harmful effects, and Taji is not reduced to 0 hit points before its next initiative count, Taji may use a bonus action on its initiative count to deal 10 psychic damage to up to six creatures (Taji’s choice) that attacked it or targeted it with harmful effects
Telekinetic Master:
  • See Psychic Power above (Telekinetic Master (Cast telekinesis with no components as bonus action)

Reactions

Vicious Entertainment:

  • If a creature within 60” is reduced to zero hit points, Taji can use a reaction to take a vicious entertainment action, using the dying creature’s final thoughts to lash out psychically and deal d6x dying creature’s proficiency bonus in psychic damage to a creature within 30” (DC wisdom saving throw = DC 8 + dying creatures proficiency bonus to reduce damage to half)
Protective Shield:
  • See Psychic Power above - Protective Shield (reduce damage within 30” by d12+12)

Lair Actions


Wyrding Effects:
When in the Wyrding on initiative count 20:

  • all creatures within 90” must make a DC 14 wisdom save or be affected by the fear condition against all other creatures within 60”
  • all creatures within 90” must make a DC 14 wisdom save or take -1 on all actions (including damage rolls) until the next 20 initiative count count
  • one creature within 90” makes a DC 20 wisdom save, on a fail it takes 2d6 psychic damage for each attack roll, bonus action or reaction it takes
Wyrding Lair Actions:
When in the Wyrding on initiative count 20 and in their home territory all Loa have access to "Lair Actions":
  • all creatures within 270” must make a DC 20 wisdom save or be affected by the fear condition against all other creatures within 270”
  • all creatures within 270” must make a DC 20 wisdom save or take -2 on all actions (including damage rolls) until the next 20 initiative count count
  • one creature within 270” makes a DC 26 wisdom save, on a fail it takes 2d12 psychic damage for each attack roll, bonus action or reaction it takes


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