Chernobeam (5e Creature)
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Medium monstrosity, unaligned
Armor Class 14 (natural armor)
Saving Throws Con +8
Energy Vision. The chernobeam can see in darkness as if it were dim light and can see through most solid objects, but its vision is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Parasol Head. The chernobeam's falling rate of descent is 60 feet per round. When it lands, it takes no falling damage and can land on its feet.
Spring Body. The chernobeam's high jump is up to 30 feet, with or without a running start.
Multiattack. The chernobeam makes two ion beam attacks.
Ion Beam. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 10 (2d6 + 3) fire damage plus 11 (2d10) radiant damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or suffer one level of exhaustion.
This deadly biological weapon produces levels of ionizing radiation dangerous to most other creatures, possessing a secondary lymphatic network adapted to the generation of natural isotopes and a system of metallic spinal cables capable of safely containing excess energy. Their largely metallic eyes are too specialized for normal visual function, but can detect a living organism by energy signature and bombard the target with projected ion rays at an effective range of up to a thousand yards. As their cellular bonds deteriorate, the prey rapidly decomposes and melts into a heap of steaming sludge, which the monster will slurp up into its concealed, toothless esophagus. A chernobeam is a natural born long-range sniper, and can even project its silent, invisible rays through most solid barriers. Each of its ocular dishes can swivel independently, allowing it to engage up to two targets simultaneously over a wide area.
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