Mutator (5e Creature)

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Mutator

Medium humanoid (any race), any chaotic alignment


Armor Class 16 (studded leather)
Hit Points 33 (6d8 + 6)
Speed 30 ft.


STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 18 (+4) 17 (+3) 10 (+0)

Skills Arcana +6, Investigation +6, Medicine +5
Condition Immunities poisoned
Senses passive Perception 13
Languages Common and one other language
Challenge 4 (1,100 XP)


ACTIONS

Mutation Bottle (5e Equipment). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or reach 20/60 ft., one target. Hit: 4 (1d6 + 1) bludgeoning + 6 (1d10 +1) psychic damage. When hit, a random mutation occurs even if the target dies. Refer to Mutation Bottle for mutations. Shortsword Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

REACTIONS

Desperation The Mutator wildly slashes with his Shortsword 3 times, requiring a +4 to hit instead but dealing 4 (1d6 +1) piercing damage

The Mutator is your average crazy(generally) professor who does biochemical test onto creatures, often with wondrous results, odd results and the occasional(not really) brutal mutation that changes the test subject(otherwise known as Victim, Target etc) into something beautiful(to the crazy), odd(to the neutral) and horrendous(to the most sane...ish). Through years of perfection, "borrowing", or just plain theft, Mutators concoct many potions, too many. This results in too much mutations, too little brainpower. See Mutation Bottle (5e Equipment) for mutation results.


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