Young Dalasmir (5e Creature)

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Young Dalasmir

Medium monstrosity, neutral evil


Armor Class 13 (natural armour)
Hit Points 52 (8d8 + 16)
Speed 10 ft., burrow 30 ft., fly 30 ft. (hover)


STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 15 (+2) 9 (-1) 14 (+2) 13 (+1)

Skills Perception +5, Stealth +8
Damage Resistances fire
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 15
Languages Common, Dalasmir, Undercommon
Challenge 5 (1,800 XP)


Brave. The dalasmir has advantage on saving throws against being frightened.

Spike Regrowth. The dalasmir has twenty-four spikes. Used spikes regrow when the dalasmir finishes a long rest.

Sunlight Sensitivity. While in sunlight, the dalasmir has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack. The dalasmir makes two attacks: one with its bite and one with its claws, two with its claws, or two with its spikes.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage and 4 (1d8) fire damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Spike. Melee or Ranged Weapon Attack: +5 to hit, reach 10 ft. or range 100/200 ft., one target. Hit: 9 (1d8 + 3) piercing damage and the target must succeed on a DC 15 Constitution saving throw or take 5 (1d10) poison damage and be poisoned for 1 minute. A creature poisoned in this way has its speed halved. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.

Fire Breath (Recharge 6). The dalasmir exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.


A young dalasmir has many of the traits that make their elders so terrifying, such as flaming breath, but they are still too underdeveloped to inject eggs from their claws. They still prefer not to fight unless it is necessary, however, and will deter attackers with their fire breath, before fleeing if that strategy is unsuccessful, but they will attack weaker creatures with impunity. After five weeks of growing, the young dalasmir enters another cocoon and emerges a few days later as a fully grown dalasmir, though more rarely, it may emerge as a xenogmir or a zarogmir.


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