Giant Remora (5e Creature)

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Giant Remora[edit]

Medium beast, unaligned


Armor Class 13
Hit Points 45 (6d8 + 18)
Speed 5 ft., swim 60 ft.


STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 17 (+3) 2 (-4) 10 (+0) 5 (-3)

Saving Throws Str +6
Skills Athletics +6, Survival +2
Proficiency Bonus +2
Senses passive Perception 10
Languages
Challenge 1 (200 XP)


Water Breathing. The remora can only breathe underwater.

Attach. The remora can attach itself to a Large or larger creature or object via the large sucker on its top side. An attached creature is also grappled by it (escape DC 14) if the remora is in water. Ability checks made to escape this grapple have disadvantage. If the remora is attached to the hull of a water vehicle, the remora can choose to increase or decrease the vehicle's speed by up to 20 feet by swimming with or against the vehicle's movement. Multiple giant remora can attach to the same vehicle, but cannot reduce the vehicle's speed below 0 or above 100. Multiple remoras attached to the same vehicle can hijack it, forcing it to move in a direction of their choice at 100 feet per round on initiative 20, if the number of remoras is equal to the number of spaces on the vehicle's largest deck.

ACTIONS

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) bludgeoning damage.


During the fourth Demonite War, the Demonite Empire bred several species of oceanic creatures to massive sizes for use as living war machines. Among these creatures were giant remoras, bred with immense strength for their size, they would attach themselves to human ships and keep them trapped at sea, leaving the occupants stranded and unable to resist subsequent assaults, or even drag the ship at top speed to a sheltered cove filled with Demonite soldiers to speed up the assault. After the war ended, the giant remoras simply returned to life as remora fish do, attaching to bigger creatures and eating the parasites off their host's body.
Giant remoras still occasionally attempt to force a human vessel to a standstill, following the instincts bred into them during wartime. An interested party may train the giant remora to once again drag boats to a predetermined location by making a successful DC 10 Wisdom (Animal Handling) ability check while feeding the giant remora in the place they wish boats to be taken to. This interaction is likely to be used by smart pirates or merchants who don't want people sailing away quickly.

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