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SpiderMilkshake — Ancardian Homebrew Creatures 5

#adom #coloredsketch #digital #dnd #fiend #homebrew #myling #ancardia #cooshoo #mylingar #icemylingar
Published: 2021-04-09 23:56:53 +0000 UTC; Views: 895; Favourites: 13; Downloads: 0
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Description

And a couple more! Maybe one day will be able to DM some games with this homebrew stuff. Maybe maybe.


Ice Mylingar

Small fiend (stagnatic) , neutral evil

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Armor Class 13 Natural Armor

Hit Points 15 (5d6)

Speed 30 ft., (hover)

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STR--10 (+0)

DEX--14 (+2)

CON--10 (+0)

INT--16 (+3)

WIS--14 (+2)

CHA--13 (+1)

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Skills: Deception +2

Damage Immunities: Cold, Necrotic

Senses: Truesight, Passive Perception 12

Languages: Speaks and Understands Common and one other language

Challenge 1 (200 XP); Proficiency Bonus +2

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Innate Spellcasting. The ice mylingar can innately cast the following spells:

At will:  Frostbite.

Once per combat: Unseen Aura.

Stagnatic Corruption: All melee weapon attacks from the ice mylingar or unarmed melee weapon attacks towards the ice mylingar need the attacker to succeed a WIS saving throw against the ice mylingar's INT (DC 13) or take one Corruption counter on that creature or character. (*20 Corruption counters are required to cause a roll on the Corruptions Gained Table)
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Actions

Tentacle. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 6 (2d6) bludgeoning damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (2d4) slashing damage. If the target is a creature other than a construct or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed 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.
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Description

The Ice Mylingar is the least among the Myling, but still as far as Stagnatic creatures go they are still profoundly dangerous horrors. All Stagnatics serve Isrecht, the Fallen God of the Grey Sphere of Divine Influence--the evil Deity of Apathy and Unchanging.

It hovers a foot or so above the ground, trailing long, ropey tentacles that puff off clouds of frosty mist as the only indication they are not in fact multiple, hideous umbilical cords. The body of these otherworldly abominations resembles that of a malformed embryo, with its two thin arms elongated until the bones burst forth into silvery, icy talons. Whatever seeps from these talons can't be good news, even if this variety of Myling doesn't seem terribly potent.

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Cooshoo

Medium beast , any alignment

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Armor Class 13 (Natural Armor)

Hit Points 16 (4d8)

Speed 40 ft.

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STR--14 (+2)

DEX--15 (+2)

CON--10 (+0)

INT--10 (+0)

WIS--13 (+1)

CHA--12 (+1)

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Skills: Perception +3, Stealth +5

Senses: Darkvision 60 ft, Passive Perception 13

Languages: Speaks and Understands Nonhumanoid Language (Canine, etc.)

Challenge 1/2 (100 XP); Proficiency Bonus +2

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Keen Hearing and Smell. The Cooshoo has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.On a hit, the creature must make a CON save (DC ) to avoid being put to sleep for 1 minute.
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Description

Cooshoo are curious, rare canine animals with an inherent magic to them in the form of Arcana. With their long fangs and tenacious willpower, they have the ability to force a victim of their bite to briefly drop into a shallow slumber. Prey don't run out of the way if they're put to sleep, and adventurers generally don't either.

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