Edenian Screamslayer (5e Creature)
Edenian Screamslayer[edit]
Medium humanoid (any race), any chaotic alignment Armor Class 12
Saving Throws Dex +6 Innate Spellcasting. The edenian's innate spellcasting ability is Charisma (spell save DC 15). The pyromancer can innately cast the following spells, requiring no material components: At will: vicious mockery Resilience. If damage reduces the edenian to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the edenian drops to 1 hit point instead. ACTIONSClaws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing damage. Scream (Recharge 6). The edenian emits an arcane scream in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw against this magic. On a failed save, a creature takes 11 (2d10) thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. At the end of each of its turns, the deafened creature can repeat the saving throw, ending the effect on a success. BONUS ACTIONSFinish Him! When the edenian reduces a creature to 0 hit points with a melee attack on its turn, the edenian moves up to half its speed and recharges and uses its scream attack or makes one melee attack. Shriek (3/Day). The edenian adds 11 (2d10) thunder damage to the next damage roll with Scream it makes before the end of its turn. REACTIONSDisrupt Concentration. If a creature within 60 feet of the edenian casts a spell, the edenian hurls arcane laughter at it. The creature must succeed on a DC 15 Constitution saving throw against this magic or waste the spell and have its concentration broken. |
The element of sound is often overlooked, but not by an edenian screamslayer. Instead, they obtain mastery over the element, turning it into a deadly weapon few enemies are prepared to face. |
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