Black Anchor (5e Creature)

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Black Anchor[edit]

Medium monstrosity (anchor), lawful evil


Armor Class 16 (breastplate)
Hit Points 60 (8d8 + 24)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 20 (+5) 14 (+2) 12 (+1)

Saving Throws Int +8, Wis +5
Skills Arcana +8, Athletics +6, Intimidation +4, Perception +5, Survival +5
Proficiency Bonus +3
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 15
Languages Orc
Challenge 5 (1,800 XP)


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
1st level (4 slots): absorb elements, magic missile, shield, wrathful smite
2nd level (3 slots): hold person, mind spike, mirror image, misty step
3rd level (3 slots): blinding smite, counterspell, dispel magic, fireball, haste
4th level (3 slots): banishment, blight, shadow of moil, vitriolic sphere
5th level (1 slots): cloudkill, conjure elemental, synaptic static

ACTIONS

Longsword. 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 ACTIONS

Aggressive. The anchor moves up to its speed toward a hostile creature that it can see.

REACTIONS

Resistance (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.
Created by Cawcuss, a former orc mage whose studies and attempts to modify orcs, often with gruesome results, resulted in Gruumsh disowning them and stripping them of their orcish nature. Now a raceless being, Cawcuss renamed herself and the kin she created to the anchors, and seeks to conquer the orcs that abandoned her and prove herself to the gods.

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