Cadaverous Annulid (5e Creature)

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Cadaverous Annulid[edit]

Medium aberration, lawful evil


Armor Class 14 (natural armor)
Hit Points 112 (15d8 + 45)
Speed 30 ft., climb 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 16 (+3) 18 (+4) 14 (+2) 16 (+3)

Saving Throws Int +7, Wis +5
Skills Arcana +7, Deception +9, Persuasion +6, Stealth +9
Proficiency Bonus +3
Damage Resistances necrotic; nonmagical bludgeoning, piercing, and slashing (from stoneskin)
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12
Languages Deep Speech, telepathy 60 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: mage hand (the hand is invisible)
3/day each: charm person, darkness

Spellcasting. The annulid is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The annulid has the following wizard spells prepared:

Cantrips (at will): chill touch, poison spray, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, thunderwave
2nd level (3 slots): blindness/deafness, invisibility, web
3rd level (3 slots): animate dead, bestow curse, vampiric touch
4th level (3 slots): blight, dimension door, stoneskin
5th level (2 slots): cloudkill, negative energy flood
6th level (1 slot): circle of death, create undead

ACTIONS

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 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 6 (1d6 + 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 18 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: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) 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 30 feet to an unoccupied space it can see.

Annulids are known for their distaste for necromancy and stronger distaste for the undead, but this doesn't stop some among them from studying the dark arts. Those individuals are branded with the title of cadaverous, shunned by their peers and forced to live on the outskirts of annulid society. Cadaverous annulids still work alongside other annulids on occasion, for they still revere Isuga and also still need blood to survive.

Variant: Annulid Lich (Annulich)

Few annulids contemplate the path to lichdom, as doing so means they will be exiled from their people forever, not to mention the fact that only the most powerful of mages can even attempt such a feat to begin with. An annulid lich uses the lich stat block, with the following changes:

  • It has a climbing speed of 30 feet and a swimming speed of 30 feet.
  • It has a Deception skill of +17, a Persuasion skill of +10 and a Stealth skill of +17.
  • It has blindsight out to a range of 30 feet.
  • It speaks Deep Speech and has telepathy out to a range of 120 feet.
  • It has the Spider Climb and Innate Spellcasting (Psionics) traits, the Bite action option, as well as the Reflexive Blink reaction option (all described below). So long as a leech mage lich feeds captured souls to its phylactery, it maintains the muscular power of its bite and the ability to attach.
  • It knows the poison spray spell instead of the mage hand spell.
  • Its suite of legendary actions (described below) is different from that of the normal lich.

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

Innate Spellcasting (Psionics). The lich's innate spellcasting ability is Intelligence (spell save DC 20). The lich 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

ACTIONS

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 13 (3d6 + 3) piercing damage, and the lich attaches to the target. While attached, the lich can't make bite attacks and at the start of each of the lich's turns, the target loses 13 (3d6 + 3) hit points due to blood loss.
The lich can detach itself by spending 5 feet of its movement. It does so after it drains 39 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 lich with a DC 18 Strength check.

REACTIONS

Reflexive Blink. When the lich 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.

LEGENDARY ACTIONS

The lich gains the following legendary action options, which replace all of the lich's legendary actions.

Bite. The lich makes one attack with its bite.
Teleport (Costs 2 Actions). The lich magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Syphon Life (Costs 3 Actions). The lich targets one non-undead creature within 60 feet of it. The target must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. The lich then regains hit points equal to half of the damage dealt.
Cast Spell (Costs 1-3 Actions). The lich uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell.

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