Maramorian Mystic (5e Creature)

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Maramorian Mystic

Large monstrosity, lawful neutral


Armor Class 14 (natural armour)
Hit Points 123 (13d10 + 52)
Speed 30 ft., fly 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 18 (+4) 16 (+3) 16 (+3) 16 (+3)

Skills Perception +6, Persuasion +6, Stealth +7
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 16
Languages Common, Ignan, Maramorian, telepathy 60 ft.
Challenge 7 (2,900 XP)


Desert Camouflage. The maramorian has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.

Innate Spellcasting. The maramorian's spellcasting ability is Charisma (spell save DC 14). The maramorian can innately cast the following spells, requiring no material components:

At will: minor illusion, protection from poison
3/day each: charm person, detect magic, fireball, gust of wind, invisibility, suggestion
1/day each: compulsion, mirror image, wall of fire

ACTIONS

Multiattack. The maramorian makes two melee attacks or two ranged attacks.

Trident. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack.


Some maramorians develop innate spellcasting abilities tied to compulsion, illusion, fire, and wind. Such maramorians are given tridents and the title of mystic, and they serve as spiritual leaders, leading a tribe with wisdom and tact and settling disputes. They also gain telepathic abilities that allow them to more easily communicate with outsiders, and wings that allow them to cross the desert unhindered.


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