Decidueye (5e Creature)
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Medium elemental, any alignment
Armor Class 17 (natural armor)
Senses darkvision 60 ft., passive Perception 14
Flyby. The decidueye doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Keen Hearing and Sight. The decidueye has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Overgrow. While it has 50 hit points or fewer, the decidueye has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with an attack.
Leaf Blade. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Spirit Shackle. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be restrained for 1 minute. While restrained in this way, the target takes 7 (2d6) psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Sinister Arrow Raid (Recharge 5-6). The decidueye releases a storm of spectral arrows in a 60-foot cone. Each creature in that area must make a DC 15 saving throw, taking 14 (4d6) piercing damage plus 14 (4d6) psychic damage on a failed save, or half as much damage on a successful one.
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