Mglak (5e Creature)
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Medium undead, neutral evil
Armor Class 16 (natural armor)
Saving Throws Dex +7
Spider Climb. The mglak can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Innate Spellcasting. The mglak's innate spellcasting ability is Wisdom (spell save DC 12). The mglak can innately cast the following spells, requiring no material components:
At will: detect thoughts, feather fall, fog cloud, mage hand, minor illusion
Turn Defiance. The mglak and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
Multiattack. The Mglak makes three attacks: one with its bite and two with its claws.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Misty Step (Recharge 5-6). The mglak magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before teleporting, the mglak can make one bite attack.
The mglak are horrific creatures that came from ghoul and ghast stock but evolved with the thick fog and mist that comes into the harbors, ports and forests of the great island empire of Phoenicia. Their horrific appearance is said to first resemble two glowing ghostly blue orbs that dance in parallel harmony together as they follow you through the mist. When the mglak reveals itself to its prey it stands at a surprisingly gaunt height with great sickle claws and a fanged maw.
Undead Nature. A mglak doesn't require air, food, drink, or sleep.
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