Spexecutor (5e Creature)
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Spexecutor
Medium monstrosity, any alignment Armor Class 13 (natural armor)
Skills Arcana +3, History +3, Perception +5 Variable Illumination. The spexecutor can shed bright light in an up to 50-foot cone and dim light for an additional number of feet equal to the chosen range. The spexecutor can alter the range at will. ACTIONSBlood Shot (Recharge 5-6). One creature of the spexecutor's choice which is within 20 feet makes a DC 12 Dexterity saving throw, becoming poisoned and frightened on a failed save, perceiving the world around it twisting and contorting in bizarre ways. At the start of its turn, an affected creature can make a DC 14 Constitution saving throw, ending the effect on itself if successful; creatures which have been hit by the spexecutor's light ray make this save with disadvantage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage. Light Ray. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 1 fire damage, and the target must succeed on a DC 14 Constitution save or become blinded until the end of its next turn.
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A monster that effectively balances offensive power with intellectual function, the spexecutor's plastic-like, colorfully variable exoskeleton is more durable than it may appear, and its powerful brain is distributed in coils throughout this hollow framework. Each eye of is equipped to gather visual information down to the microscopic level, and can emit enough light to merely illuminate an area or render onlookers effectively blind as needed. By flexing an internal reflector array, the creature can even focus this light into a concentrated beam hot enough to ignite flammable materials. A spexecutor's eye sockets are also its twin stomachs; fungal spores, pollen and especially insects trapped against its glutinous eye surface are consumed whenever the creature blinks. |
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