Annulid Hierophant (5e Creature)

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Annulid Hierophant[edit]

Medium aberration, lawful evil


Armor Class 14 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 30 ft., climb 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 16 (+3) 18 (+4) 18 (+4) 18 (+4)

Saving Throws Dex +6, Wis +7, Cha +7
Skills Arcana +7, Deception +7, Persuasion +7, Religion +10, Stealth +9
Proficiency Bonus +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 14
Languages Deep Speech, telepathy 120 ft.
Challenge 9 (5,000 XP)


Amphibious. The annulid can breathe air and water.

Spider Climb. The annulid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Innate Spellcasting (Psionics). The annulid's innate spellcasting ability is Intelligence (spell save DC 16). The annulid can cast the following spells innately, requiring no material components:

At will: darkness, mage hand (the hand is invisible)
3/day each: charm person, confusion
1/day: teleport

Spellcasting. The annulid is a 14th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The annulid has the following cleric spells prepared:

Cantrips (at will): guidance, mending, sacred flame, thaumaturgy, toll the dead
1st level (4 slots): bane, cure wounds, detect magic, guiding bolt
2nd level (3 slots): aid, enhance ability, hold person, spiritual weapon
3rd level (3 slots): dispel magic, mass healing word, remove curse, spirit guardians
4th level (3 slots): divination, guardian of faith
5th level (2 slots): contagion, flame strike
6th level (1 slot): blade barrier
7th level (1 slot): regenerate

ACTIONS

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and the annulid attaches to the target. While attached, the annulid can't make bite attacks and at the start of each of the annulid's turns, the target loses 10 (2d6 + 3) hit points due to blood loss.
The annulid can detach itself by spending 5 feet of its movement. It does so after it drains 30 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 annulid with a DC 15 Strength check.

Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.

REACTIONS

Reflexive Blink. When the annulid takes damage, it magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Annulid hierophants lead other annulids in worship of Isuga, wielding powerful divine magic to wreak havoc upon those who would oppose the Leech Mother's will. Whenever hierophants go to battle, they are surrounded by throngs of fawning cultists and their lesser kin, eager to earn the blessings of Isuga by aiding one who has already attained them.

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