Benthid (5e Creature)
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Benthid[edit]
Large beast, neutral Armor Class 12
Saving Throws Int +6, Wis +5 Innate Spellcasting. The benthid's innate spellcasting ability is Intelligence (spell save DC 14). The benthid can innately cast the following spells, requiring no material components: 3/day each: confusion, counterspell, hypnotic pattern, mirror image Magic Resistance. The benthid has advantage on saving throws against spells and other magical effects. Hold Breath. While out of water, the benthid can hold its breath for 1 hour. Underwater Camouflage. The benthid has advantage on Dexterity (Stealth) checks made while underwater. Water Breathing. The benthid can only breathe underwater. ACTIONSMultiattack. The benthid can use its Mesmerizing Presence. It then makes two tentacle attacks. Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained. The benthid has eight tentacles, each of which can grapple one target Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 19 (3d10 + 3) piercing damage. If the target is a Small or smaller creature grappled by the benthid, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Benthid, and it takes 10 (3d6) acid damage at the start of each of the benthid's turns. Psychic Shock. Ranged Spell Attack: +6 to hit, range 90 ft., one creature. Hit: 9 (2d8) psychic damage. Mesmerizing Presence. The benthid creates a mesmerizing pattern with its tentacles and bioluminescence. Up to two creatures of its choice within 30 feet of it must make a DC 14 Wisdom saving throw. On a failed save, a creature is charmed and moves up to 10 feet in any direction the benthid chooses. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success and taking 9 (2d8) psychic damage on a failure.
LEGENDARY ACTIONSThe benthid can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The benthid regains spent legendary actions at the start of its turn. Attack. The benthid makes one tentacle attack. |
Over the course of centuries, the benthid species were formerly average cephalopods, but deep within the waves they became exposed to unknown magical energies that twisted them. They became exponentially more cunning and intelligent as they were able to use illusions and enchantments to ensnare their prey. While content to prey on fish, they do seek out sources of magic—whether it be spellcasters, rifts to the elemental planes, or leylines spreading arcane energy in the depths of the sea. They feed on it, whether they consume it or absorb it. An Ancient Benthid's LairSome benthids come across a source of never-ending arcane energy and create a lair around it. These ancient benthids are often hundreds of years old, harnessing energies of arcane power. These lairs are often ancient underwater ruins containing magical energy, caverns exposed to the elemental planes, or shipwrecks that housed magical knowledge. These are sacred places to the benthids who make it home, often guiding or helping young benthids in the region and deterring any rivals. Lair ActionsOn initiative count 20 (losing initiative ties), the benthid takes a lair action to cause one of the following effects; the benthid can't use the same effect two rounds in a row:
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