Minior (5e Creature)

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Minior[edit]

Tiny elemental, any alignment


Armor Class 16 (natural armor)
Hit Points 112 (25d4 + 50)
Speed 0 ft., fly 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 14 (+2) 13 (+1) 12 (+1)

Skills Acrobatics +5
Damage Resistances acid, cold, fire, lightning, poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned
Senses passive Perception 11
Languages Terran, understands Common but cannot speak it
Challenge 6 (2,300 XP)


Shields Down. When the minior falls below 56 hit points, its outer shell explodes. Each creature within 10 feet of it must make a DC 17 Dexterity saving throw, taking 18 (4d8) slashing damage on a failed save, or half as much damage on a successful one. While its outer shell is gone, the minior's Dexterity is 23 (+6), the attack bonus for its Rock Blast attack increases to +9 and the damage for that attack increases to 10 (1d8 + 6), and it loses it resistances. The minior's outer shell is restored when it finishes a long rest.

ACTIONS

Multiattack. The minior makes 1d4 + 1 Rock Blast attacks.

Rock Blast. Ranged Weapon Attack: +5 to hit (+9 to hit while its outer shell is gone), range 60/120 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 10 (1d8 + 6) bludgeoning damage while its outer shell is gone.


272e88864d18ec4ce8bebc7fe053043a.png

Minior are created in the atmosphere, unlike regular meteorites. The minerals in the atmosphere undergo some kind of mutation that grows into first a core, then a shell over the core, keeping the core safe from most dangers. On really extreme occasions, however, a minior could be found without the shell on it wandering around.

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