Herpling (5e Creature)
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Herpling
Medium monstrosity, lawful evil Armor Class 16 (natural armor)
Senses blindsight 20 ft., passive Perception 11
Amphibious. The herpling can breathe air and water. Pounce. If the herpling moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the herpling can make one bite attack against it as a bonus action. Spikes. A creature that makes a melee attack targeting the herpling while with 5 feet of it must succeed on a DC 13 Dexterity saving throw or take take 5 (1d10) piercing damage. While grappling the herpling, a creature must also make this save at the start of each of its turns. Standing Leap. The herpling's long jump is up to 30 feet and its high jump is up to 10 feet, with or without a running start. ACTIONSBite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage.
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A scab-like hunk of flesh with bizarre anatomy, sporting a single stalked eyeball too clouded by cataracts to see, spikes placed apparently at random across its back, and a mouth too full of teeth to close fully. These hyper, demented, slug-like fiends are found in the Crimson, the region surrounding the brain of Cthulhu's lair, and serve their master with an unstoppable appetite for blood and flesh. Despite lacking limbs, or even a skeletal structure, these malformed abominations can reach impressive land speeds when chasing prey. |
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