Amalj'aa Fortune-teller (5e Creature)
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Amalj'aa Fortune-teller[edit]
Medium humanoid (amalj'aa), lawful neutral Armor Class 14, 16 with shield of faith (natural armor)
Saving Throws Str +5, Wis +4 Hydrophobia. If the amalj’aa is hit with or submerged in water, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. Regardless of the saving throw’s outcome, it has disadvantage on all ability checks and saving throws for 1 hour. Ifrit’s Chosen. The amalj’aa has advantage on saving throws against being blinded, charmed, frightened, or poisoned. It can cast fireball as if it were a domain spell. Spellcasting. The amalj’aa is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The amalj’aa has the following cleric spells prepared: Cantrips (at will): guidance, resistance, sacred flame, thaumaturgy ACTIONSQuarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage if wielded in two hands. Haymaker. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target must make a DC 13 Strength saving throw or be pushed up to 10 feet away from the amalj’aa and knocked prone.
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The amalj'aa worship Ifrit, a god of fire and domination. Their shamans believe that Ifrit grants visions through his sacred flames, and many amalj’aa camps will keep their fire pits and signal beacons burning at all hours of the day in honour of their god. Those fortune-tellers whose pyretic divinations lead the tribe toward prosperity often become leaders of amalj’aa communities. |
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