Esquidna (5e Creature)
Esquidna[edit]
Gargantuan monstrosity (titan), chaotic evil Armor Class 25 (natural armor)
Saving Throws Str +15, Dex +7, Con +16, Wis +10, Cha +11 Abyssal Aura. Creatures within 5 feet of the esquidna that are aware of it have disadvantage on all weapon attacks. Amphibious. The esquidna can breathe air and water. Legendary Resistance (3/Day). If the esquidna fails a saving throw, it can choose to succeed instead. Sea Boon. At the beginning of its turn, if the esquidna is underwater or in water, it regains 20 hit points. ACTIONSMultiattack. The esquidna makes three attacks: two with its claws and one with its tentacles. Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 9) slashing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained and takes 3d8 bludgeoning damage at the start of each of its turns. The esquidna has two claws, each of which can grapple one target. Tentacle. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (3d6 + 9) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The esquidna has six tentacles, each of which can grapple one target. Fling. One Large or smaller object held or creature grappled by the esquidna is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone. Whirlpool (Recharge 4-6). The esquidna conjures a raging series of waves around it. Each creature within 30 feet of the esquidna must make a DC 18 Strength saving throw. On a failure, a target takes 18 (2d8 + 9) magical bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 18). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out to an unoccupied space outside 30 feet from the esquidna and knocked prone. A creature within 5 feet of a creature or object grappled in the whirlpool can pull them out of it by taking an action to make a DC 18 Strength check and succeeding.
LEGENDARY ACTIONSThe esquidna 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 esquidna regains spent legendary actions at the start of its turn. Tentacle Attack or Fling. The esquidna makes one tentacle attack or uses its Fling. |
The esquidna is a massive creature from the sea that terrorized all seafarers of Grisaire alike. It was known for having a mixed, chimerical appearance with parts of shark, crab, eel, and the whole soup of life, really, mixed into one humongous creature. The equidna is thought to be the sibling of the kraken, and both are feared throughout the seas. However, the esquidna was killed by the jolly crew of the Silver Peak, after which its blood stained a good portion of the sea for a while, and gave rise to strange new life like the xolpecan race. The origin of the esquidna is believed to be a failed Old One. Unlike the kraken, of which there exist multiple, there was only one esquidna. There are theories that the esquidna can be resurrected with a sacrifice to the sea. Some deranged cults that made a fringe following of this creature have spoken of attempting something like this and usually end up arrested. |
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