Harssaf (5e Creature)

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Harssaf[edit]

Medium monstrosity, lawful evil


Armor Class 15 (chain shirt)
Hit Points 45 (6d8 + 18)
Speed 30 ft., burrow 10 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 11 (+0) 11 (+0) 13 (+1)

Saving Throws Dex +6
Skills Acrobatics +6, Athletics +5, Nature +3, Perception +3, Stealth +6
Proficiency Bonus +3
Damage Vulnerabilities cold
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire
Condition Immunities blinded
Senses blindsight 30 ft., passive Perception 13
Languages Common, Ignan
Challenge 5 (1,800 XP)


Desert Ambush. While in desert terrain, the harssaf has advantage on Dexterity (Stealth) and Wisdom (Perception) checks while in its sand form.

Magic Resistance. The harssaf has advantage on saving throws against spells and other magical effects.

Regeneration. The harssaf regains 3 hit points at the start of its turn if it has at least 1 hit point. If the harssaf takes cold damage, this trait doesn't function at the start of the harssaf's next turn.

ACTIONS

Multiattack. The harssaf makes two kukri attacks.

Kukri. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Sand Form. The harssaf magically transforms into a pile of mobile sand. While in this form, the harssaf has a walking speed of 20 feet and can't take any actions, except a bonus action to return to its normal form. The harssaf can move through a space as narrow as 1 inch wide without squeezing. It has advantage on Strength, Dexterity, and Constitution saving throws, and it has resistance to nonmagical damage.

Sand Pulse (Recharge 6). The harssaf generates a sand pulse in a 30-foot radius around itself. Each other creature within that area that isn't a harssaf must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 10 (3d6) bludgeoning damage and is blinded until the end of its next turn. On a successful save, a creature takes half as much damage and isn't blinded.

BONUS ACTIONS

Flaming Aura (Recharges after a Long Rest). The harssaf generates an aura of intense fiery heat around itself for 1 minute. Any creature that starts or ends their turn within 5 feet of the harssaf automatically takes 3 (1d6) fire damage and the harssaf deals an additional 3 (1d6) fire damage whenever it hits with a melee weapon attack.


Born of sand and fire, the harssaf first came to the Material Plane during an invasion by an ancient efreeti warlord. Since then they have called its deserts their home, though despite nominally still seeking to swallow the world in waves of sand, they are content to raid and plunder from travelers in their sandy domains. When not raiding, the harssaf are split into numerous tribes of thirty to a hundred members. Harssaf tribes rarely war with each other, preferring instead to focus their energies on weaker targets. Occasionally the harsaaf may work for efreeti or other greater fire elemental if they get to keep a portion of the loot.

Tactics. Harssaf scouts’ preferred method of fighting involves waiting along trade routes in groups of three to five in their sand form. When they enter combat the harssaf will shed their sandy guise and activate their flaming aura before they proceed to stabbing. Many harssaf are well practiced in the art of grappling, allowing them to pin a target to themselves for easy burns and wounds. If the fight goes poorly, harssaf may retreat into the sands, at least long enough for their regeneration to heal them up for a second round. Against large groups, a coordinated band of harssaf may stagger their uses of sand pulse to keep their enemies disoriented.
Harssaf are well aware of their weakness to cold damage. If they see someone using it against them, the harssaf will quickly try to kill or incapacitate them over other enemies.

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