Necromantic Sphere (5e Creature)
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Necromantic Sphere[edit]
Tiny undead, neutral evil Armor Class 11
Damage Immunities lightning, necrotic, poison Ephemeral. The sphere can't wear or carry anything. Illumination. The sphere sheds dim light in a 5 foot-radius. ACTIONSAbsorb. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (2d4) necrotic damage and if the target is a creature, the sphere attaches to the target. While attached, the sphere has advantage on attack rolls made against the target. The sphere can detach itself by spending 5 feet of its movement. A creature, including the target, can use its action to detach the sphere. Detonate. The sphere detonates, spreading shadowy energy in a 5-foot radius around itself. Each creature in that area must succeed on a DC 9 Constitution saving throw or take 5 (2d4) necrotic damage. After using this action, the sphere is destroyed.
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In places with high concentration of necromantic magic, sometimes the magic will coagulate and form a "living" entity, armed with the intelligence of a jellyfish, these balls of energy live by slowly floating towards energy and trying to absorb it. Short-Lived. Most natural necromantic spheres die after not being able to find enough energy to sustain themselves, where they shortly shrink until they are no more. Obedience without Will. These orbs, because of their simple composition, are also created by apprentices of necromancy as minions, and by masters, as homing bombs of magic, these orbs have no say in what is happening to them, not having the capacity to understand their base will is being overwritten, they follow the commands given to them by necromancer to the letter. Undead Nature. A necromantic sphere doesn't require air, food, drink, or sleep. |
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