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.


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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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