Mapinguari (5e Creature)
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Mapinguari[edit]
Large monstrosity, unaligned Armor Class 16 (natural armor)
Skills Stealth +2 Fear of Water. If the mapinguari is hit by water, it has disadvantage on attack rolls and ability checks until the end of its next turn. If it is submerged in water, it has disadvantage until it exits the water. Jungle Camouflage. The mapinguari has advantage on Dexterity (Stealth) checks made in jungle terrain. Keen Smell. The mapinguari has advantage on Wisdom (Perception) checks that rely on smell. Matted Fur. If a creature makes a successful melee attack on a mapinguari, it is grappled (escape DC 15). Until this grapple ends the target is restrained but can use its next action to make a Strength check against the grapple. On a success, it frees itself. Poor Depth Perception. The mapinguari has disadvantage on any attack roll against a target more than 30 feet away. Stench. Any creature other than a mapinguari that starts its turn within 5 feet of the mapinguari must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all mapinguaries for 1 hour. Surprise Attack. If the mapinguari surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Wounded Fury. While it has 10 hit points or less, the mapinguari has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack. ACTIONSMultiattack. The mapinguari makes three melee attacks: one with its bite and two with its claws. It can make one slam attack in place of its two claw attacks, but it can't use its bite and its slam on the same target. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., on target. Hit: 17 (2d10 + 6) piercing damage. If the target is Medium or smaller creature, it is grappled (escape DC 17). Until the grapple ends, the target is restrained and the mapinguari can't bite another target. Rock. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage. Howl (3/Day). The mapinguari utters a bloodcurdling howl from the mouth on its head. Each creature within 60 feet of the mapinguari and is aware of it must succeed a DC 14 Wisdom saving throw or be frightened for 1 minute. Stunning Roar (2/Day). The mapinguari utters a powerful roar from the mouth on its gut. Each creature within 30 feet of the mapinguari and aware must make a DC 18 Constitution saving throw. On a failed save, a creature takes (2d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. Swallow. The mapinguari makes a bite attack against a Medium or smaller creature it has grappled. If the attack hits, the target is swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the mapinguari, and it takes 7 (3d4) acid damage at the start of each of the mapinguari's turns. A mapinguari can have only one creature swallowed at a time.
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Ferocious, fetid, hungry, seclusive; these are the defining characteristics of the predator known as the mapinguari. These large creatures have the appearance of a mangy ground sloth with red fur. That is as normal as the creature gets, as it also possesses a singular eye in the middle of its head, thick, crocodilian skin, and a secondary mouth on its belly. Lost Shamans. Sometimes nature does not reward those who seek the powers of druids and shamans. Sometimes those powers corrupt and warp them into rabid beasts: such is the case with the mapinguari. Once such individuals became power-hungry from nature's gifts, other druids and shamans were forced to take action and place a powerful curse upon these individuals, stripping them of their magic powers and transforming their appearance into that of the monsters they'd become. Being to druids as nothics are to wizards, mapinguaries too remember nothing of their curse or their pasts. All they have is a desire to eat. This may come in the form of farm animals and humans. |
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