Scorn-Fluke (5e Creature)

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Scorn Fluke

Gargantuan aberration, chaotic evil


Armor Class 18 (natural armor)
Hit Points 275 (19d20 + 76)
Speed 10 ft., swim 50 ft.


STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 18 (+4) 22 (+6) 25 (+7) 8 (-1)

Saving Throws Constitution +9, Charisma +6
Skills Arcana +11, Perception +11
Damage Immunities psychic
Condition Immunities frightened
Senses truesight 120 ft., passive Perception 21
Languages Correspondence, Deep Speech
Challenge 15 (13,000 XP)


Amphibious. The scorn-fluke can breathe air and water.

Correspondence Casting. When creature is damaged by a spell the scorn-fluke casts, it must make a Wisdom saving throw, the DC of which is 10 + the damage taken. On a failed save, it becomes frightened until the end of its next turn.

Irrigo Core. If a creature attempts to target the scorn-fluke with any effect that would sense its emotions, read its thoughts, or inflict the charmed condition, that creature must successfully make a DC 17 Intelligence saving throw or take 10 (1d20) psychic damage and have the effect fail.

Innate Spellcasting. The scorn-fluke's innate spellcasting ability is Wisdom (spell save DC 18). The scorn-fluke can innately cast the following spells, requiring no material components:

At will: detect thoughts, delayed blast fireball, fly
3/day: dominate monster
1/day each: foresight, incendiary cloud

Spines. A creature which touches the scorn-fluke makes a DC 18 Dexterity save, taking 14 (4d6) piercing damage plus 10 (1d20) psychic damage on a failed save, or half as much damage on a success.

ACTIONS

Searing Revelation. Each creature within 90 feet of the scorn-fluke which can hear it takes 25 (2d20 + 14) psychic damage plus 17 (4d6 + 3) fire damage and makes a DC 18 Wisdom save, becoming frightened for 1 minute on a failed save. A creature frightened this way remakes the saving throw at the end of each of its turns, taking 15 (1d20 + 5) psychic damage on a failed save or ending the effect on itself on a success. Objects within this radius which are not being held or worn take 17 (4d6 + 3) fire damage and are ignited, if flammable.

Ram. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 25 (5d8 + 3) bludgeoning damage.


Ancient beings hailing from the distant planet of Axile, flukes most closely resemble oversized sea urchins: mounds of thin, purple-black spines clustered around a central core. They are masters of the shapeling arts, the practice of twisting, fusing, and altering flesh by consuming the vital power of amber, and create servants for themselves from lesser creatures. They were brought from their home by promises of greater control over these arts, on the condition that they never love again; since then, many flukes have come to regret this decision and begun seeking their lost planet, although none have succeeded.
Touching the spine of a fluke has strange effects on memory; if the fluke is alive, it and the impaled creature have some part of their memories mix and meld, and being killed while impaled on a fluke causes memories to be drained and stored within it. If broken off, a needle can be used to relive the fluke's memories, both of its own life and others, although it will still erase other memories in turn. No matter the use, fluke spines have an affinity for memories which carry regret.
Scorn-flukes are vast, spiky sky-anemones whose spines and pulpy cores are decorated by ritual scarification. They are the raving outcast-prophets of their kind, typically furious, and speak fiery, destructive syllables in the tongue of heaven. Scorn flukes use their vast spines, thick as steel beams, to reap souls for the knowledge they might contain, searching for someone, somewhere, who has a clue to Axile's location. Even compared to its fellow lorn-flukes, a scorn-fluke is consumed with regret: the desperate search it cannot complete; its fear that the search is impossible and will never end; the jagged, excruciating recollections of being outcast; and the certainty that only the outcast have a chance of success.


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