Fimir Balefiend (5e Creature)
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Fimir Balefiend[edit]
Medium humanoid (fimir), lawful evil Armor Class 15 (natural armor)
Skills Arcana +5, History +5, Perception +4, Stealth +5, Survival +4 Cold Blooded. The fimir has advantage on saving throws against being charmed or frightened. Hold Breath. The fimir can hold its breath for 15 minutes. Spellcasting. The fimir is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The fimir has the following wizard spells prepared: Cantrips (at will): chill touch, minor illusion, thunderclap ACTIONSBite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
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The fimir balefiends are the spellcasters and sages of the fimir race. Within fimir society, balefiends seem to have relatively high standing. Every clan has a small cabal of them that serves directly under the tribe's matriarch. They are the only fimir to spend extended periods of time away from their swamp-bound homes. The balefiend's talent for magic can rival that of human and elven wizards, as the fimir learned to use magic from the devils of Baator a long time ago. In addition, the balefiends are gifted with the ability of truesight, further augmenting their spell slinging. |
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