Greater Nitemaehr (5e Creature)

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Greater Nitemaehr[edit]

Huge monstrosity, chaotic evil


Armor Class 15 (natural armor)
Hit Points 114 (12d12 + 36)
Speed 60 ft.


STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 16 (+3) 10 (+0) 12 (+1) 12 (+1)

Skills Stealth +8
Damage Vulnerabilities Radiant
Damage Resistances Necrotic, Poison. Piercing from Nonmagical Weapons
Condition Immunities Stunned, Blinded, Prone
Senses Darkvision 120ft, Truesight 200ft, passive Perception 16
Languages Nitemaehr
Challenge 6 (2,300 XP)


Ungodly Presence All gods are afraid these creatures, and they fear that if their name is spoken, then the heavens will fall. Also, the gods never know the location of the Nitemaehrs and won't help locate them.

Cowardly Nature Most Nitemaehrs are cowards, only fighting if they feel they need to or they think they could win. If not, then they will use one Necro Blast then run away.

Untrackable Once the Nitemaehr runs away from a battle or an encounter, they can't be tracked by any means less than casting a Wish spell.

Shapechanger All Nitemaehrs are shapechangers, naturally taking the form of any creature in the area, and it reverts to its normal form if aggrivated or attacked.

Hunger for Knowledge All Nitemaehrs have an unquenchable hunger for any intelligent life, but their strongest taste is for the gods.

ACTIONS

Multiattack The Nitemaehr makes 1d4+2 claw attacks and one stinger attack.

Claw Melee Weapon Attack: +3 to hit, reach 6 ft, one target. Hit: 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 12 dex).

Sting Melee Weapon Attack: +3 to hit, reach 6 ft, one target. Hit: 7 (1d10+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one.

Necro Blast (1-2 turn recharge). Spell: Reach: 50 ft, one target. DC 13 DEX saving throw, 2d10 necrotic damage, or half as much on a sucess

Psychic Scream (5-6 turn recharge). Spell: 90 ft, up to 10 targets. All effected creatures must make a DC 15 Intelligence saving throw. If failed, 8d6 psychic damage and is stunned. Success, half damage. Creatures that failed can reroll the INT saving throw after each of its turns to end the effect.


Nitemaehr's were created out of hatred and spite for the gods. They had one soul purpose; destroy all intelligent life in any plane. Their numbers are slim, but their strength is multiplied in numbers. The largest and strongest among them take the lead, and they lead with fear and cruelty to the weak. Naturally, they were created in the darkest of places, and fear the light, so they choose to hunt during the night. They stalk their prey to begin, only showing hints of their existence before slaughtering some livestock or children. Only once they have installed pure fear in their victims do they strike.

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