Demon Tide (5e Creature)
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Demon Tide[edit]
Gargantuan swarm of Small fiends (heartless), chaotic evil Armor Class 23 (natural armor)
Saving Throws Str +19, Dex +18, Con +19, Wis +16, Cha +19 Consume. Any creature that is grappled by the demon tide is restrained and is trapped inside the demon tide. Grappling a creature does not halve the demon tide's speed. A creature grappled by the demon tide takes 11 (2d10) necrotic damage at the start of each of its turns. Legendary Resistance (3/Day). If the demon tide fails a saving throw, it can choose to succeed instead. Magic Resistance. The demon tide has advantage on saving throws against spells and other magical effects. Overwhelming Power. The demon tide's attacks ignore damage resistances and immunities. Siege Monster. The demon tide deals double damage to objects and structures. ACTIONSMultiattack. The demon tide can use its Frightful Presence. It then makes four attacks: three with its dive and one with either its hook or uppercut. Dive. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) necrotic damage. Hook. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 32 (4d10 + 10) necrotic damage and the target must succeed on a DC 26 Strength saving throw or be pushed 15 feet in a direction of the demon tide's choice. Uppercut. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 32 (4d10 + 10) necrotic damage and the target must succeed on a DC 26 Strength saving throw or be knocked prone. Frightful Presence. Each creature of the demon tide's choice that is within 120 feet of the demon tide and aware of it must succeed on a DC 26 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the demon tide's Frightful Presence for the next 24 hours. Rise (Recharge 5-6). The demon tide spreads itself to cover all creatures within 60 feet of itself, allowing the countless shadows that make it up to swarm everything around it. Each creature within 60 feet of the demon tide must make a DC 27 Dexterity saving throw. On a failed save, a creature takes 105 (30d6) necrotic damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. BONUS ACTIONSAggressive. The demon tide moves up to its speed toward a hostile creature that it can see. LEGENDARY ACTIONSThe demon tide 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 demon tide regains spent legendary actions at the start of its turn. Attack. The demon tide makes one dive attack. |
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