Excremental (5e Creature)

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Excremental[edit]

Large elemental, unaligned


Armor Class 8
Hit Points 17 (2d10 + 6)
Speed 20 ft.


STR DEX CON INT WIS CHA
16 (+3) 6 (-2) 16 (+3) 1 (-5) 7 (-2) 1 (-5)

Proficiency Bonus +2
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone, stunned, unconscious
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages understands the language of its creator but can't speak
Challenge 1/2 (100 XP)


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.

ACTIONS

Slam. 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.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the excremental. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the excremental enters the creature's space, and the creature takes 5 (2d4) bludgeoning damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 5 (2d4) bludgeoning damage at the start of each of the excremental's turns. When the excremental moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 13 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the excremental.


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]

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