Sail Fiend (5e Creature)
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Sail Fiend
Large beast, unaligned Armor Class 14 (natural armour)
Skills Perception +4, Stealth +3 Hold Breath. The sail fiend can hold its breath for 30 minutes. Keen Sight and Smell. The sail fiend has advantage on Wisdom (Perception) checks that rely on sight or smell. Underwater Camouflage. The sail fiend has advantage on Dexterity (Stealth) checks made while underwater. ACTIONSClaws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
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Sail fiends are creatures that inhabit colder waters to the north. They are used to the cold, but high temperatures are lethal to them. They build dens in seaside caves, and they are highly territorial. They resemble bipedal lizards with their namesake large sails to aid in swimming. They are deep blue in colouration, with short arms ending in long claws, and stubby legs. Their long tails end in small fins, and they have tiny fins on their arms and heads. Territorial Marauders. Sail fiends view anything that enters their territory as a rival and attack on sight in large groups, in proportion to the size of the rival. They seem to prioritise ships, however, for reasons that nobody really knows. When they attack ships, they kill and eat any sailors, then steal any small and shiny objects, such as coins, gems, necklaces, or rings, then destroy the ship with their long claws. After sail fiends hunt, they usually store their spoils inside their dens as a kind of food store, eating when necessary, so a pack of sail fiends that regularly raids ships usually has countless riches hidden within their food stores. |
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