Master of the Entangling Tendril (5e Creature)

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Master of the Entangling Tendril[edit]

Medium humanoid, any lawful


Armor Class 18
Hit Points 150 (20d8 + 60)
Speed 40 ft


STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 16 (+3) 16 (+3) 20 (+5) 17 (+3)

Saving Throws Dex +9, Wis +9
Skills Insight +9, Medicine +9, Nature +7, Perception +9, Religion +7
Senses passive Perception 19
Languages Common, and any three other languages.
Challenge 12 (8,400 XP)


Prehensile Hair. The Monk has two hair tendrils with a reach of 15 feet. The monk can grab onto a hold (such as a stalactite or a chandelier) or a ledge up to 15 feet away from you using one tendril. While holding onto this, the monk can use its land speed to move its body to any location, including in the air, up to 15 feet away from the hold. If the monk's other hair tendril is free, it can grab onto something else in this way. Using both tendrils as legs, it can also lift yourself 15 feet straight up into the air even if it has nothing to hold on to.

Brave. The Monk has advantage on saving throws against being frightened.

Indomitable (3/Day). The Monk can reroll a saving throw it fails. It must use the new roll.

ACTIONS

Multiattack. The monk makes two Unarmed Strikes and two Hair Strikes. It can use either its Grapple or its Throw ability in place of either Hair Strike.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 5) bludgeoning damage.

Hair Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 5) bludgeoning damage.

Grapple. Melee Weapon Attack: The monk grapples a creature it can see using one of its hair tendrils. While doing this, the Monk cannot use that tendril for Hair Strike. As long as a target is grappled in this way, the monk is capable of moving them up to 15 feet in any direction per turn, including as part of its move action, so long as the target is at no point are more than 15 feet from the monk.

Throw. The monk throws a target it is grappling using Hair Strike up to 30 feet. The target must make a Dexterity saving throw with a DC of 17 or fall prone and take 10 (2d10) bludgeoning damage, or half damage on a success.

REACTIONS

Deflect Projectiles. The monk reduces damage it would take from a missile attack by 1d10+5.

Trip. When the monk successfully strikes a target with a Hair Strike, it can force the target to make a Dexterity saving throw with a DC of 17 or fall prone.

LEGENDARY ACTIONS

The Monk can take 3 legendary actions per round. It can only do one action per turn, and only at the end of another creature's turn.

Attack. The monk makes either an unarmed strike or a hair strike.

Command Ally. The monk targets one nonhostile creature it can see within 30 feet of it. If the target can see and hear the great master, the target can make one weapon attack as a reaction and gains advantage on the attack roll.

Frighten Foe (Costs 2 Actions). The monk targets one hostile creature it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a Wisdom saving throw with a DC equal to 15 or be frightened until the end of the great master's next turn.

A Monk of the Entangling Tendril with (part of) a Great Master template applied to it. These Masters are enlightened beings whose hair is as much a living, dynamic part of their body as the rest of them, capable of destroying anyone who crosses them with weaponized might.



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