Mistral Roamer (5e Creature)
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Mistral Roamer[edit]
Large elemental, neutral good Armor Class 16
Skills Perception +6, Persuasion +7 Misty Form. The roamer can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the roamer or hits it with a melee attack while within 5 feet of it takes 7 (2d6) cold damage. In addition, the roamer can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 7 (2d6) cold damage. ACTIONSMultiattack. The roamer makes two slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 7 (2d6) cold damage. Freezing Mist (Recharge 5-6). The roamer sprays freezing cold mist in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 21 (6d6) cold damage on a failed save, or half as much damage on a successful one.
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A mistral roamer is an elemental composed of mist and frigid wind that causes a noticeable chill around it, in stark contrast to its warm and friendly personality. True to their name, mistral roamers thrive when given the freedom to move around, though perhaps the only thing they love more is meeting new and interesting people. Just about the only thing mistral roamers hate is hurting others, so they only fight to defend themselves and their friends. Elemental Nature. A mistral roamer doesn't require air, food, drink, or sleep. |
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