Diablos (5e Creature)
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Diablos[edit]
Huge monstrosity, unaligned Armor Class 24 (natural armor)
Damage Vulnerabilities cold Sensitive Ears. The diablos cannot use its tremorsense while deafened. If fails to make a Constitution save against being deafened while burrowing, the diablos partially surfaces, being considered restrained until the start of its next turn. Subterranean Charge. If the diablos moves at least 20 feet towards a target while burrowing and hits it with a gore attack on the same turn, it deals an additional 9 (2d8) bludgeoning damage. If the target is a Large or bigger creature, it must succeed a DC X Strength saving throw or be knocked prone. If the target is a Medium or smaller creature, it is tossed 30 feet into the air (see the rules on Falling) Superior Hearing. The diablos has advantage on Wisdom (Perception) checks that rely on hearing. The diablos has disadvantage on Constitution saving throws against being deafened. ACTIONSMultiattack. The diablos makes three gore attacks or two tail attacks. Gore. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) bludgeoning damage. Tail. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed a DC X Strength saving throw or be pushed 5 feet away and knocked prone BONUS ACTIONSAggressive. The diablos moves up to its speed toward a hostile creature it can see. Burrower. The diablos can use the dash action while burrowing. LEGENDARY ACTIONSThe diablos 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 diablos regains spent legendary actions at the start of its turn. |
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