Embrac (5e Creature)
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Embrac[edit]
Large aberration, unaligned Armor Class 14 (natural armor)
Skills Athletics +6, Perception +3, Stealth +1 Grappler. The embrac has advantage on attack rolls against any creature grappled by it. Innate Spellcasting (Psionics). The embrac's innate spellcasting ability is Charisma (spell save DC 9). It can innately cast the following spells, requiring no components: 3/day each: crushing despair, sleep (3rd level), sound burst Slippery. The embrac has advantage on ability checks and saving throws made to escape a grapple. Stone Camouflage. The embrac has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. ACTIONSMultiattack. The embrac makes two attacks: one with its bite and one with its tentacles. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one willing creature, or a creature that is grappled by the embrac, incapacitated, or restrained. Hit: 11 (2d6 + 4) piercing damage. Tentacles. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (2d4 + 1) poison damage. If the target is Large or smaller, it is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the embrac can't use its tentacles on another target.
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The body of an embrac is similar to that of a large hermit crab upon which a thick, slimy membrane has been laid, and topped with a bundle of tentacles. In their natural habitat, embracs are ambush predators, utilizing their invisibility to lie near the entrance of subterranean passageways. An embrac always has a bolthole to escape through if it is ever threatened. Illithidae. Embracs are a member of the order illithidae, a classification of life that hails from the same strange world as mind flayers. Wherever mind flayers settle, other illithidae begin to appear, though it is unknown whether this is deliberate, or a result of stowaways. Universally, illithidae begin as parasites in a living host, which more often than not dies upon maturation. |
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