Xenogmir (5e Creature)
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Xenogmir
Large monstrosity, neutral evil Armor Class 16 (natural armour)
Skills Athletics +7, Perception +5, Stealth +5 Brave. The xenogmir has advantage on saving throws against being frightened. Spike Regrowth. The xenogmir has twenty-four spikes. Used spikes regrow when the xenogmir finishes a long rest. Sunlight Sensitivity. While in sunlight, the xenogmir has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Tunneler. The xenogmir can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake. ACTIONSMultiattack. The xenogmir makes three attacks: one with its bite and two with its claws or three with its spikes. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage. Spike. Melee or Ranged Weapon Attack: +6 to hit, reach 10 ft. or range 100/200 ft., one target. Hit: 8 (1d12 + 2) piercing damage and the target must succeed on a DC 16 Constitution saving throw or take 7 (2d6) poison damage and be poisoned for 1 minute. A creature poisoned in this way has its speed halved. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.
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Sometimes, when a young dalasmir enters its cocoon state, it emerges not as a normal dalasmir, but as a xenogmir. These brutish creatures are larger and more sturdily built than most other adult dalasmiri, but they cannot inject eggs or fly, and they have no flame in their bite or breath. They make up for it, however, with much larger fangs and claws that can break through solid stone, which they use to create the networks of tunnels that the dalasmir so commonly lurk in. |
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