Black Anchor (5e Creature)
Black Anchor[edit]
Medium monstrosity (anchor), lawful evil Armor Class 16 (breastplate)
Saving Throws Int +8, Wis +5 Savage Attacks. When the anchor scores a critical hit with a melee weapon attack, they can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. Relentless Endurance. When the anchor is reduced to 0 hit points, they drop to 1 hit point instead. Unflinching. A critical hit on the anchor is treated as a regular hit. Arcane Runes. The anchor has +2 to spell attack and DC (included in stats). Loses this if subjected to the effects of dispel magic or under the effects of antimagic field, regaining the effect after 1 minute. Innate Spellcasting. The anchor is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The anchor has the following spells prepared: Cantrips (at will): acid splash, arcane blast, booming blade, chill touch ACTIONSLongsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage or 9 (1d10 + 3) if used with two hands. BONUS ACTIONSAggressive. The anchor moves up to its speed toward a hostile creature that it can see. REACTIONSResistance (Recharge 5-6). When subjected to damage, the anchor can halve damage taken. |
A warrior of arcane might, with a keen mind, and a powerful body. They have no hearts (their blood is pumped through the natural contraction of their veins), no lungs (oxygen is absorbed through their skin) and no brains (their brain cells are scattered throughout their body), and powerful magic empowering runes engraved into their iron laced bones. Because of these modifications, they are magical prodigies. |
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