Domovoi (5e Creature)
Domovoi[edit]
Large plant, neutral evil Armor Class 13 (natural armor)
Skills Stealth +4 Walking Fungal Colony. The domovoi has 5 (2d4) violet fungi living on its body. A violet fungus growing on the domovoi has a speed of 0 feet, can't benefit from bonuses to speed and acts on the domovoi's turn. ACTIONSFist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage and the target is grappled (escape DC 15). Sickening Spores (Recharge 5-6). The domovoi emits poisonous spores in a 20-foot radius centered on itself. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, a creature takes 10 (3d6) poison damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn't poisoned. If a creature fails the save by 6 or more, it is stunned while it is poisoned. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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Domovoi are massive fungal creatures that have several lesser fungal growths growing on its body. They are known for using their grappling ability to hold on to foes while the fungal symbiotes on their back attack. Domovoi can generally be harmless, dwelling in the outhouses and graveyards of villages happily decaying matter and rotting corpses deep below the rich black soil of the farmlands. These sleeping domovoi are generally considered good to the peasant because they produce copious amounts of black "humus" or fertilizer as they hibernate and devour rotting offal. But when domovoi are roused from their slumber and they are starving they become wicked with rage and hunger and begin ambushing peasants and travelers in the forests and roads of the lands of the Vyzantine Empire. |
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