Scolomorph (5e Creature)
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Scolomorph
Large monstrosity, lawful evil Armor Class 16 (natural armor)
Skills Perception +2 Spear Legs. The scolomorph has 8 legs. As a bonus action, it can detach one or more legs (AC 11; hp 5; vulnerability to fire damage); a creature other than the scolomorph which comes within 5 feet of a leg for the first time on a turn must succeed on a DC 14 Dexterity save or take 8 (2d6 + 1) piercing damage. After completing a long rest, it regrows lost legs; severed legs die after 24 hours. Reactive Legs. For each full pair of legs the scolomorph has beyond one, it gets an extra reaction that can be used only for opportunity attacks. ACTIONSMultiattack. The scolomorph makes as many stab attacks as it has legs. It can replace up to two of these with claw attacks. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage plus 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn. Creatures poisoned this way have disadvantage on Dexterity checks and Dexterity saving throws. Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage.
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These creature are the result of the unnatural fusion between a human and a centipede. Light and fast on its many legs, the scolomorph is a disorienting blur of motion as it darts erratically from place to place, seldom possessing eyes and tracking prey primarily through vibration. Employing its legs as spears, it will attempt to pin its victim's appendages before striking with its lethally venomous forefingers. Though incredibly difficult for an attacker to sever, the scolomorph can easily shed its own legs as an escape mechanism, which continue to flail violently in response to movement for several hours afterwards. |
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