Apocalocust (5e Creature)
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Medium monstrosity, neutral good
Armor Class 15 (natural armor)
Saving Throws Dex +5
Stress Berserker. If starved, reduced below 25 hit points, or otherwise subject to major stress, the apocalocust enters a rage state. While enraged, its AC and Intelligence modifier are reduced by 1 each, it can no longer parry, it is immune to being frightened, its speed is doubled, and it makes an additional action on its turn. These effects end if the apocalocust is rendered unconscious, is charmed, or perceives the threat to be over, after which it gains a level of exhaustion.
Standing Leap. The apocalocust's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Multiattack. The apocalocust makes two kick attacks.
Kick. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) piercing damage.
Parry. The apocalocust adds 3 to its AC against one melee attack that would hit it. To do so, the apocalocust must see the attacker.
Frothing Bile. If a creature within 10 feet of the apocalocust targets it with a melee attack, the apocalocust can spit bile at it. The creature must succeed on a DC 15 Dexterity saving throw or be blinded until the end of its next turn.
These creatures are the result of the unnatural fusion between a humanoid and a grasshopper. Carefree, even altruistic, under normal circumstances, the typical apocalocust prefers relaxation and fun to violent confrontation, although it will quite literally leap to the defense of other, weaker creatures and demonstrate remarkable physical fighting skill with its speedy front talons and powerful leg muscles. When placed under immense stress, however, a surge of hormones causes these creatures to enter a locust-like state, becoming violent, restless, and consuming any available material, plant or animal, until its appetite is satiated and it succumbs to exhaustion for several days.
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