Deepspawn (5e Creature)
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Deepspawn[edit]
Huge aberration, chaotic evil Armor Class 18 (natural armor)
Saving Throws Wis +7 Amphibious. The deepspawn can breathe both air and water. Innate Spellcasting. The deepspawn's innate spellcasting ability is Wisdom (save DC 17, +7 to hit with spell attacks). The deepspawn can innately cast the following spells, requiring no material components: At will: detect thoughts Magic Resistance. The deepspawn has advantage on saving throws against spells and other magical effects. ACTIONSMultiattack. The deepspawn makes one attack with its battleaxe and two attacks with its morningstars. It can replace any number of these attacks with bite attacks. Battleaxe. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 11 (1d8 + 7) slashing damage. Morningstar. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 11 (1d8 + 7) piercing damage. Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 8 (2d6 + 1) piercing damage. If the target is a creature, it is grappled (escape DC 17). The deepspawn has three mouths, each of which may grapple one target. If the deepspawn takes 30 damage or more in a single turn while it is grappling a creature, it must succeed on a DC 17 Strength saving throw or release one of the creatures it is grappling (determined at random).
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The deepspawn is a horror of the Underdark—a subterranean monstrosity that routinely spawns many other varieties of monsters. A single deepspawn can make a vast area dangerous even for alert, well-armed adventurers. |
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