Excremental (5e Creature)
Excremental[edit]
Large elemental, unaligned Armor Class 8
Proficiency Bonus +2 Amorphous. The excremental can move through a space as narrow as 1 inch wide without squeezing. Methane Burst. When the excremental takes fire damage it releases a nauseating smell in a 20-foot radius. Each creature within the radius that can smell must make a DC 13 Constitution saving throw or be incapacitated until the end of its next turn. Nauseating Aura. A creature that can smell that enters a 5-foot radius around the excremental must make a DC 13 Constitution saving throw or be poisoned until it exits the radius. ACTIONSSlam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Engulf. The excremental moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the excremental enters a creature's space, the creature must make a DC 13 Dexterity saving throw.
|
What happens to all the poo in wizards' menageries? They get animated into excrementals of course! Excrementals are typically encountered as guards to magical stables, sometimes with some sort of ape. They obey simple commands of whoever made them. Elemental Nature. An excremental doesn't require air, food, drink, or sleep. |
See Also[edit]
Back to Main Page → 5e Homebrew → Creatures