Abúhukü (5e Creature)

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Abúhukü[edit]

Medium monstrosity, chaotic evil


Armor Class 14 (natural armor)
Hit Points 37 (5d8 + 15)
Speed 40 ft., climb 40 ft.


STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 16 (+3) 6 (-2) 5 (-3) 11 (+0)

Proficiency Bonus +2
Damage Vulnerabilities fire
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 7
Languages Abúhukü, Common
Challenge 1 (200 XP)


Uninsightful. The abúhukü has disadvantage on Wisdom (Insight) checks.

Sticky. The abúhukü adheres to anything that touches it. A Huge or smaller creature adhered to the abúhukü is also grappled by it (escape DC 12). Ability checks made to escape this grapple have disadvantage.

ACTIONS

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage plus 2 (1d4) poison damage.

Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the abúhukü attaches to the target. While attached, the abúhukü can't make proboscis attacks and at the start of each of the abúhukü's turns, the target loses 5 (1d6 + 2) hit points due to blood loss. The abúhukü then regains hit points equal to the hit points lost.
The abúhukü can detach itself by spending 5 feet of its movement. It does so after it drains 15 hit points of blood from the target or the target dies. A creature, including the target, can use its action to attempt to detach the abúhukü with a DC 12 Strength check.


Often called mosquito-folk abúhukü are dangerous and poisonous creatures native to the jungles of the world. They are thought to have some kind of connection to stirges, though this is not known to any capacity. They are extremely dumb and uninsightful and often work for practically anyone if they get to sow general evil and mischief in doing so.

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