Life Drainer (5e Creature)

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Life Drainer[edit]

Medium aberration, any evil alignment


Armor Class 15 (studded leather)
Hit Points 127 (17d8 + 51)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 16 (+3) 17 (+3) 15 (+2) 19 (+4)

Saving Throws Con +6, Cha +7
Skills Deception +10, Perception +5, Persuasion +7, Stealth +6
Damage Vulnerabilities radiant
Damage Resistances cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Common and any three others
Challenge 8 (3,900 XP)


Innate Spellcasting. The life drainer's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The life drainer can cast the following spells innately, requiring no material components:

At will: chill touch, dancing lights, hex, invisibility, light, minor illusion
3/day each: blindness/deafness, calm emotions, cure wounds, darkness, inflict wounds, vampiric touch
1/day each: bestow curse, charm person, compulsion, confusion, mirror image, sleep

ACTIONS

Multiattack. The life drainer can use its Stunning Gaze. It then makes three attacks.

Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Draining Touch (Recharge 6). Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The life drainer gains temporary hit points equal to the damage dealt. The target must succeed on a DC 15 Constitution saving throw or be paralysed for 1 minute and have its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A paralysed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
A humanoid slain by this attack rises 24 hours later as a zombie under the life drainer's control, unless the humanoid is restored to life or its body is destroyed. The life drainer can have no more than fifteen zombies under its control at one time.

Change Shape. The life drainer magically polymorphs into a Small or Medium humanoid, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the life drainer's choice).

Stunning Gaze. Each creature of the life drainer's choice that is within 120 feet of the life drainer and aware of it must succeed on a DC 15 Constitution saving throw or become paralysed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the life drainer's Stunning Gaze for the next 24 hours.


Life drainers are vicious and thoroughly evil creatures that feed on the life energy of humanoids. They greatly resemble corpses in their true forms, but they can magically disguise themselves with ease. The life drainers once ruled mighty empires, feeding on their subjects, before they were toppled by a revolution followed by a civil war. They now lurk in the shadows, gathering cultists and plotting their triumphant resurgence. The foul magic that resides in their hands steals the life with a touch, and can paralyse and cause those slain to rise as undead creatures.

Aberrant Nature. A life drainer doesn't require air, food, drink, or sleep.



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