Minion of Xalthon (5e Creature)
Minion of Xalthon[edit]
Medium aberration (great old one), chaotic evil Armor Class 15 (natural armor)
Saving Throws Con +6, Wis +7, Cha +8 Innate Spellcasting. The minion of Xalthon's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The minion of Xalthon can innately cast the following spells, requiring no material components: At will: eldritch blast Magic Resistance. The minion of Xalthon has advantage on saving throws against spells and other magical effects. ACTIONSDagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 3 (1d6) psychic damage. Eldritch Blast. Ranged Spell Attack: +8 to hit, range 120 ft., one, two or three targets. Hit: 10 (1d10 + 5) force damage. Nightmare Vision (1/Day). The minion of Xalthon chooses a creature within 60 feet of it. The target is incapacitated until the start of the minion of Xalthon's next turn, at which time it takes 28 (5d10) psychic damage. REACTIONSInsanity Hold. If the minion of Xalthon is grappling a creature at the start of its turn, it deals 11 (2d10) psychic damage to that creature and cast confusion on it. |
The minion of Xalthon is a smaller and less powerful replica of Xalthon, holding a slightly magical dagger. Bizarre Tactics. The minion of Xalthon will always follow Xalthon's orders. In combat the minion of Xalthon will target its enemies based on their ability to deal damage; it will ignore the enemy it thinks has the lowest Wisdom, and it will use its Nightmare Vision on the most threatening creature. Once the amount of enemies remaining (not counting grappled creatures) is equal to or less than the number of allies the minion of Xalthon has plus three the minion of Xalthon will attempt to grapple the creature with the second least Wisdom, and once they are grappled it will attempt to stab them. It will never throw its dagger. It will use its reaction for shield against the first possible attack unless it is grappling a creature; it will always use Insanity Hold if possible. |
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