Anglesnipe (5e Creature)
Anglesnipe[edit]
Tiny aberration, chaotic neutral Armor Class 11 (natural armor)
Proficiency Bonus +2 Lure. When the anglesnipe is reduced to 0 hit points, each creature within 10 feet must succeed on a DC 18 Wisdom saving throw or become strongly compelled to ingest the anglesnipe. Creatures that are immune to being charmed make this save with advantage, and creatures that cannot eat automatically succeed. Magic Resistance. The anglesnipe has advantage on saving throws against spells and other magical effects. Planar Hook. If a creature ingests the anglesnipe, it takes 5 (1d6 + 2) force damage every time it completes a short or long rest; this damage cannot be healed while the creature is affected by this feature. If this damage would reduce a creature below 0 hit points, the effect ends and the creature is instead transported to a random location on a random plane. A creature so transported must find its own way back to its current plane of existence. A greater restoration spell or similar magic can end this effect. ACTIONSTaunt. Each creature within 60 feet that can see the anglesnipe must make a DC 15 Wisdom saving throw. On a failed save, a creature will use their movement to move towards the anglesnipe and make a melee attack against it during their turn.
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Constantly bobbing as though suspended from unseen strings, the tiny and delicate anglesnipe has confirmed itself to be only a small part of another being, but is either unwilling or unable to explain the form or even location of its true "body," assuming the term is even applicable. |
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