Lemma Kertwyn (5e Creature)

From D&D Wiki
Jump to navigation Jump to search

Lemma Kertwyn[edit]

Small celestial, any alignment


Armor Class 12
Hit Points 10 (3d6)
Speed 0 ft., fly 40 ft. (hover)


STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 9 (-1) 10 (+0) 12 (+1)

Proficiency Bonus +2
Damage Immunities psychic
Condition Immunities paralyzed, petrified, prone, unconscious
Senses passive Perception 10
Languages understands Common but can't speak, telepathy 120 ft.
Challenge 1/4 (50 XP)


Sense Magic. The lemma senses magic within 60 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

ACTIONS

Rebuff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Dream Kiss. Melee Spell Attack: +4 to hit, reach 5ft., one target. Hit: 3 (1d6) psychic damage. The target must succeed on a DC 12 Wisdom saving throw against this magic or fall unconscious. The effect lasts for 1 minute, until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Undead and creatures immune to being charmed automatically succeed on the saving throw.


lemma_kertwyn_by_eviltenet-d8xoo42.jpg
Lemma Kertwyn

One of the weakest of dream creatures (and also one of the most commonly encountered), the lemma kertwyn has a vaguely human face and the body of a large fish or (more rarely) bird. It emits small puffs of gray and white vapors from its mouth and nose. Any color is possible for its body, depending on who its creator is. For example, the lemma kertwyn in service to Rune are often vivid, metallic, solar colors with black and gold highlights. All forms of lemma are created by the dream gods directly. The lemma kertwyn serve their creators as messengers and low level skirmishers.
In combat, a lemma kertwyn will rely on its dream kiss. It will resort to tail slaps or wing buffets if forced to fight creatures immune to this magic.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures