Chinthe (5e Creature)
Chinthe[edit]
Large elemental, lawful and/or good Armor Class 15 (natural armor)
Saving Throws Con +6, Wis +5 While In Stone FormTurn Self to Flesh As an action, a chinthe can turn itself from stone to flesh. When it turns itself to flesh, its low stone pedestal disappears from beneath it at the end of its turn. Tremorsense While in stone form, a chinthe can detect and pinpoint the origin of vibrations within 120 feet, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Detect Threat While in stone form, as an action, a chinthe can use its insight to detect whether a creature approaching within 60 feet is a threat to the place that it guards. Make an Insight check. Immobile While in stone form, a chinthe may not move, attack or use any of its legendary powers, and has an AC of 22. Regeneration While in stone form, a chinthe regenerates 10 hit points per turn. While in Flesh FormTurn Self to Stone As an action, a chinthe can turn itself from flesh to stone. When it turns itself to stone, a low stone pedestal appears beneath it. Keen Smell The chinthe has advantage on Wisdom (Perception) checks that rely on smell. Pounce If the chinthe leaps from its pedestal toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 strength saving throw or be knocked prone. If the target is prone, the chinthe can make its bite attack against it with advantage. Leap When leaping from its pedestal, the chinthe can long jump up to 30 feet. ACTIONSMultiattack While in flesh form, the chinthe makes two attacks, one with its bite and one with its claws. Bite Melee Weapon Attack +7 to hit, reach 5 feet, one target. Hit: 12 (2d8+5) Claws Melee Weapon Attack +7 to hit, reach 5 feet, one target. Hit: 10 (2d6+3)
LEGENDARY ACTIONSThe 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 regains spent legendary actions at the start of its turn. Great Roar. The chinthe makes a roar as a lion which may be heard for up to 20 miles. This roar causes 3d8 thunder damage to all non-elemental creatures within 60 feet, and an additional 3d8 thunder damage to all non-elemental creatures within 30 feet, recharge on 5 or 6. Carbon Breath The chinthe may breath carbon dioxide in a 30 foot cone adequate to put out a huge sized fire. This breath does 3d6 damage to elemental creatures of the plane of fire but has no affect on other creatures. Recharge on 5 or 6. |
The chinthe is an earth elemental which usually presents as a stone lion. It is often employed as a guardian of a library. It is functionally immortal and can still be killed. Chinthe's have a love/hate relationship with gargoyles. Chinthes will tolerate gargoyles which have been posted as guardians of the same building from aerial attacks. Chinthes often present in pairs. The chinthe really only cares about the edifice it is set to guard and its contents. It cares very little about the creatures therein. So for example if a party approaches an evil temple that the chinthe has been set to guard, in order to kill the priests, and undead, and acolytes therein, the chinthe will care very little. If the party also intends to desecrate the temple and do damage to it, then the chinthe is likely to defend it. It is unknown whether it can tell their intention because it has some basal level of psychic ability or has some connection with the future or a little of both, but it can often tell. |
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