Madman (5e Creature)

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Medium humanoid (any race), chaotic evil

Armor Class 13 (leather armor)
Hit Points 26 (4d8 + 8)
Speed 30 ft.

14 (+2) 14 (+2) 14 (+2) 12 (+1) 13 (+1) 12 (+1)

Saving Throws Dex +4
Skills Deception +3, Intimidation +3, Stealth +4
Proficiency Bonus +2
Senses passive Perception 11
Languages any one language (usually Common)
Challenge 1 (200 XP)

Pin Opponent. A madman can use an action to pin a creature it is grappling. To do so, the madman must make another grapple check. If it succeeds, both the madman and the creature are restrained until the grapple ends.

Sneak Attack (1/Turn). The madman deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the madman that isn't incapacitated and the madman doesn't have disadvantage on the attack roll.


Multiattack. The madman makes two attacks.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

For some, psychological traumas or the sight of the horrors dwelling in a fantasy world are too much to bear. While those too weak to cope with the things they have seen are destroyed, others are driven into absolute madness. Twisted to evil, these madmen prowl the night looking for fresh victims—often their own friends and neighbors—to slaughter.
In many cases, madmen appear normal. They may even lead a normal life and go about in public without notice. Thus, their dress and behavior are dictated by their surroundings. When something sparks the insanity that burns within them, however, they turn into brutal killers who seek to drive the horrors from their memories in a torrent of blood.
Some madmen have special “calling cards” that they use to mark their kills. In this way, they begin a dangerous game of cat-and-mouse with the local constabulary. A madman’s calling card might be anything from a particular style of murder (cutting the throat, a single wound to the heart, etc.) to an unusual item left behind at the scene of each killing. The subconscious mind of these twisted murderers often causes them to leave clues to their identity or that of their next victim in their “calling cards”.
In many cases, the madman continues to lead a normal life, interacting with society just as they did before witnessing the horrors that drove them over the edge.

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