Colour Out of Space (5e Creature)

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Colour Out of Space[edit]

Large aberration, neutral evil


Armor Class 17 (natural armor)
Hit Points 126 (12d10 + 60)
Speed 0 ft., fly 30 ft. (hover)


STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 20 (+5) 14 (+2) 10 (+0) 15 (+2)

Saving Throws Con +9, Wis +4
Skills Perception +4
Damage Vulnerabilities radiant
Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, prone
Senses darkvision 120 ft., passive Perception 14
Languages
Challenge 10 (5,900 XP)


Alien Mind. The colour has an utterly alien mindset. A creature that tries to charm the colour or deal psychic damage to it must succeed on a DC 13 Intelligence saving throw or take 7 (2d6) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Aura of Decay. The colour radiates light outside the known spectrum. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. A creature that isn't undead or a construct that starts its turn within the area of the light shed by the colour takes 7 (2d6) necrotic damage, and nonmagical plants in this area that aren't creatures wither and die.

Dust to Dust. The body of a creature killed by necrotic damage dealt by the colour is reduced to fine grey dust over the course of 12 hours.

Magnetic Susceptibility. A strong magnetic field will trap the colour and reduce its speed to 0 feet as long as the colour is exposed to the field.

Ephemeral. The colour can't wear or carry anything.

Incorporeal Movement. The colour can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

ACTIONS

Multiattack. The colour makes two attacks.

Withering Flash. Melee Spell Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (4d8 + 2) necrotic damage.

Beam of Radiance. Ranged Spell Attack: +7 to hit, range 90 ft., one target. Hit: 11 (2d8 + 2) radiant damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Draining Glow (Recharge 5-6). The colour drains the life force from all creatures and vegetation in a 90-foot radius around it. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one. Plant creatures and magical plants make this save with disadvantage. Each target has its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.


The colour out of space consists of nothing but strange light that drains the energy of its environment. It reaches other planets via meteoroids and while it is intelligent, it thinks in multiple dimensions and has a mindset alien to common beings. The vegetation around a colour out of space will always slowly wither, as the colour is always hungry for energy. It avoids daylight and any sources of bright light.

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