Needlekin (5e Creature)

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Needlekin

Medium construct, unaligned


Armor Class 14 (natural armor)
Hit Points 44 (8d8 + 8)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 4 (-3) 10 (+0) 1 (-5)

Saving Throws Dex +4
Skills Perception +2, Stealth +4
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages of its creator but can't speak
Challenge 2 (450 XP)


Ambusher. The needlekin has advantage on attack rolls against any creature it has surprised.

Immutable Form. The needlekin is immune to any spell or effect that would alter its form.

Magic Resistance. The needlekin has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The needlekin makes two sting attacks.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (2d4) piercing damage. If the target is a creature, it suffers one of the following effects at random:

1. Acid. The target takes 7 (2d6) acid damage.

2. Poison. The target must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one.

3. Disease. The target must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.

4. Blindness. The target must make a DC 13 Constitution saving throw or become blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

5. Flesh-Eating Microbes. The target must make a DC 13 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, a target takes 2 (1d4) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

6. Nothing. There is no further effect.


The needlekin are a foul race of quasi-undead often constructed by necromancers with a penchant for artifice. Needlekin are actually constructs - related to flesh golems, albeit weaker, and more specialized.

Tall Men. A needlekin is a gaunt, incredibly thin, pale gray humanoid with long, constrained limbs and a face with no mouth or nose, only two black, beady eyes that appear heavily infected. A needlekin has no fingers, but instead five syringes on each hand, all of them filled with various deadly fluids that pump through the thick veins of the monster. A sting from these syringes is not a pleasant thing.

In The Veins. Needlekin are often used as arsenals of experimental poisons, diseases and potions, but are also utilized as torturers, bodyguards, assassins and spies. Each sting from a needlekin's syringe is a surprise, and not a pleasant one: an enemy can be injected with a debilitating poison, or infected with flesh-eating microbes, or indeed given a relatively harmless cocktail. Of note is that a needlekin can't decide what it fills its opponents with - it has neither the intellectual capacity nor the inclination to be so strategic.

A Sting in the Dark. Needlekin are rarely instructed to fight fair. They sneak up on foes and try to catch them by surprise in order to easily sting them. They think nothing of escaping a battle to return later, and can track foes for days. They fight tactically in concert with other creatures only if they've been instructed to by their master. Otherwise, a needlekin is seemingly obsessed with injecting its foes as many times as possible, and then observing their misery from afar.

Constructed Nature. A needlekin doesn't require air, food, drink, or sleep.


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