Mordeo (5e Creature)
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Mordeo[edit]
Medium aberration, neutral evil Armor Class 13 (natural armor)
Saving Throws Wis +5, Cha +6 Incorporeal Movement. The mordeo can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Magic Resistance. The mordeo has advantage on saving throws against spells and other magical effects. Keen Hearing and Smell. The mordeo has advantage on Wisdom (Perception) checks that rely on hearing or smell. Light Sensitivity. While in bright light, the mordeo has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Bound Spirit. The mordeo can only be seen by the creature that it is bound to and creatures with truesight. A mordeo must always be bound to a creature to stay anchored in the Material Plane. If that creature dies, then the mordeo is thrust back into the spaces between the material and ethereal planes and is unable to interact with the Material Plane. Beings who can see into the ethereal plane are able to see the mordeo. If dispel magic is cast in its general direction, the mordeo will return to the Material Plane for 1 minute where all creatures can see and interact with it. After this minute is up, it disappears, but is still bound to the creature, and can't be brought back for another 24 hours. If it dies, its connection to the creature is broken and it dissipates into black smoke. ACTIONSMultiattack. The mordeo makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus (2d6) psychic damage Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage plus (2d6) psychic damage Maddening Presence. Each non-undead creature within 60 feet of the mordeo that is aware of it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A creature bound to the mordeo has disadvantage on the saving throw. If the save fails by 5 or more, the target gains a form of short-term madness for 1 hour. A frightened creature can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this mordeo's Maddening Presence for the next 24 hours. A creature bound to the mordeo that fails its saving throw is frightened until it is no longer bound to the mordeo. Mental Drain (1/Day). One creature the mordeo can see within 15 feet of it must succeed on a DC 14 Wisdom saving throw or advance a level of Insanity. When a creature reaches level 6, they turn into a mordeo. BONUS ACTIONSShadow Stealth. While in dim light or darkness, the mordeo takes the Hide action.
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A mordeo is a being born of pure fear. They will latch on to an intelligent creature and will begin to do whatever they can to torment and terrify it. Only the creature that they are bound to may be able to see and interact with it, giving them the feeling that they are going insane. When not bound to a creature, a mordeo will reside in the space between the Material and Ethereal realms. The mordeo have the appearance of a tall humanoid with sharp claws, a tail, pointed ears, and thick black fur covering its whole body except for the face. The face appears similar to a wolf's skull with colorless white eyes. |
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