Doommark (5e Creature)

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Doommark[edit]

Medium undead, lawful evil


Armor Class 16 (leather armor)
Hit Points 60 (8d8 + 24)
Speed 35 ft.


STR DEX CON INT WIS CHA
12 (+1) 21 (+5) 17 (+3) 11 (+0) 18 (+4) 8 (-1)

Saving Throws Str +4, Dex +8, Wis +7
Skills Acrobatics +8, Perception +7, Stealth +8, Survival +7
Proficiency Bonus +3
Damage Vulnerabilities bludgeoning
Damage Resistances necrotic, piercing
Damage Immunities poison, thunder
Condition Immunities exhaustion, poisoned, unconscious
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
Languages understands the languages it knew in life but can't speak
Challenge 8 (3,900 XP)


Evasion. When the doommark is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Grave Rot. The doommark has advantage on weapon attacks against poisoned creatures. When the doommark deals damage to a poisoned creature, the target has disadvantage on any concentration saving throw against the damage and its movement speed is halved until the start of the doommark's next turn.

Magic Resistance. The doommark has advantage on saving throws against spells and other magical effects.

Toxic Armory. The doommark's weapon attacks are magical. When the construct hits with any weapon, the weapon deals an extra 5 (2d4) poison damage (included in the attack). When the doommark scores a critical hit, this damage is doubled and the target has disadvantage on Constitution saving throws until the start of the doommark's next turn.

Undead Fortitude. If damage reduces the doommark to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant damage or from a critical hit. On a success, the doommark drops to 1 hit point instead.

ACTIONS

Multiattack. The doommark makes two attacks.

Longbow. Ranged Weapon Attack: +8 to hit, reach 150/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 5 (2d4) poison damage. The creature must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of its turns, ending the condition on a success.

Shortsword. Melee Weapon Attack: +8 to hit, range 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 5 (2d4) poison damage. The creature must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of its turns, ending the condition on a success.

Gas Grenade. The doommark targets a point within 50 feet of it. The area within 30 feet of the point is heavily obscured and any creature that starts its turn in or enters the area must succeed on a DC 15 Constitution saving throw or take 9 (2d8) poison damage and be poisoned for 1 minute. The creature can repeat the saving throw at the end of its turns, ending the condition on a success.

Spellcasting. The doommark is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The doommark has the following spells prepared and can cast them without material components:

1st level (4 slots) alarm, fog cloud, hunter's mark, ray of sickness, snare
2nd level (3 slots) cordon of arrows, misty step, ray of enfeeblement
3rd level (3 slots) gaseous form, nondetection, stinking cloud

BONUS ACTIONS

Lethal Aim. The doommark gains advantage on its next weapon attack during this turn. If the attack is successful, it deal 5 (2d4) additional poison damage. Additionally, long range does not impose disadvantage on the doommark's next longbow attack during this turn.

Mist Cloak. The doommark gains 5 (2d4) temporary hit points until the start of its next turn. If a creature hits the doommark with a melee attack while it has these temporary hit points, the creature takes 5 (2d4) poison damage.

REACTIONS

Anti-antidote. When the doommark sees a creature within 150 feet cast a spell that removes the poisoned condition, such as lesser restoration or protection from poison, it can make a weapon attack against the creature with advantage. If the attack is successful, the creature must succeed on a concentration saving throw against the damage or the spell dissipates with no effect, and the action, bonus action, or reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.

Vaporous Valor. When the doommark is hit by a melee attack, it can reduce the damage taken by 9 (2d8) and move up to 15 feet. This movement does not provoke opportunity attacks. The attacker must also succeed on a DC 15 Constitution saving throw or take 9 (2d8) poison damage and be poisoned for 1 minute. The creature can repeat the saving throw at the end of its turns, ending the condition on a success.

A doommark is a special type of skeletal servant raised from the corpses of powerful rangers. They carry with them into death not just their lifetimes of archery practice, but dark magics to pin down and dispatch the enemies of their new masters, enhanced by the necromatic rituals required to raise them. As loyal as most simple skeletal minions, doommarks are usually positioned as distant guards or overwatch snipers for their masters' less valuable minions or more valuable holdings. From such vantages, they can use their arrows and poisons to kill and cripple their adversaries long before they can get to striking distance, especially since a doommark will instinctively reinforce their position with traps and spells if given the chance to prepare. They can even partially turn into toxic mists in order to escape particularly persistent foes.
Unless ordered otherwise by their necromancers, doommarks will generally avoid firing on enemies resistant or immune to their poisons such as constructs, other undead, or dwarves until more vulnerable targets, often backline spellcasters, are eliminated.

Undead Nature. A doommark doesn't require air, food, drink, or sleep.

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