Monsters
Unfortunately, danger can be found around any corner in Teyvat. It is your duty to fight and defeat them! These monsters have carying levels of difficulty, some are more common than others, and many of them are inspired by monsters in D&D, stats-wise.
Hilichurl
"Primitive humanoid monsters that can be found all across Teyvat. Most people have already given up on trying to communicate with the hilichurls, believing that they are monsters simply incapable of communication."
Size: Medium
Alignment: Chaotic neutral
AC: 9
HP: 17 (5d6)
Speed: 20ft
Challenge: 1/8
Languages: Hilichurlian
Vulnerabilities: Pyro, Electro
Immunities: None
Saving throws: None
Actions
- Throw rock
Ranged Weapon Attack: +3 to hit, range 10 ft./40 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.
- Wooden Club
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Blazing Axe Mitachurl
Size: Large
Alignment: Chaotic neutral
AC: 11
HP: 34 (4d10+12)
Speed: 40ft
Challenge: 1
Languages: Hilichurlian
Vulnerabilities: None
Immunities: None
Saving throws: None
Actions
- Axe Swing
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
- Pyro Slime Throw
Ranged Weapon Attack: Summons pyro slime and throws at target. +6 to hit, range 10 ft./100 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Targeted creature is affect by pyro until end of Hilichurl's next turn.
Hydro Slime
"A pudgy elemental life form. It's said that desserts made from slimes of different elements will have incredibly distinctive flavors."
Size: Small
Alignment: Chaotic neutral
AC: 8
HP: 21 (6d6)
Speed: 20ft, jump 20ft
Challenge: 1/4
Languages: None
Vulnerabilities: Pyro, Electro, Cryo, Dendro
Immunities: Hydro
Saving throws: None
Actions
- Bump
+2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) hydro damage.
- Death Burst
When slime is defeated and has died, players within 5ft must succeed 10 dex throw to avoid 1d4 hydro damage.
Large Dendro Slime
Size: Large
Alignment: Chaotic neutral
AC: 10
HP: 39 (6d8 + 12)
Speed: 30ft
Challenge: 2
Languages: None
Vulnerabilities: Pyro
Immunities: Dendro
Saving throws: None
Actions
- Toxic Seed
Ranged Weapon Attack. Shoots seed at nearby creatures: +6 to hit, reach 15ft, one target. Hit: 11 (2d6 + 4) poison damage.
- Poison Field
Ranged Weapon Attack: +6 to hit, reach 15ft, one target. Hit: 11 (2d6 + 4) Poison damage. Slime deploys a gaseous substance. Each creature within 5 feet of the field must succeed on a DC 12 Dexterity saving throw or be affected by dendro until the end of the slime's next turn.
Maguu Kenki
"An autonomous humanoid swordsman. It is said that this machine was made using the culminative memory of the first-generation master of a certain sword technique known for its secret technique, the Tengu Sweeper. However, it malfunctioned, lost control, and was ultimately discarded. Some sing that this blade-ghost wanders about in a place where fate was severed. "
Size: Huge
Alignment: Lawful Evil
AC: 14
HP: 110 (13d10 + 39)
Speed: 30ft, fly 30ft
Challenge: 7
Languages: Common
Vulnerabilities: None
Immunities: None
Saving throws: None
Actions
- Whirlwind Slash
Melee Weapon Attack. Slashes with sword twice. +8 to hit, reach 15 ft., up to two targets. Hit: 18 (3d8 + 5) slashing damage per swing.
- Frost Dive
Jumps and slams into the ground, dealing AoE anemo damage and AoE cryo damage. +8 to hit, reach 30ft, Hit: 21 (3d10 + 5) anemo and cryo damage. Creatures in range will be affected by anemo and cryo until end of Maguu Kenki’s next turn.