Mt. Nomad (5e Creature)
Mt. Nomad[edit]
Gargantuan elemental, neutral evil Armor Class 20 (natural armor)
Saving Throws Str +18, Con +17, Wis +11 Charge. If Mt. Nomad moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 18 (4d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or be stunned until the end of its next turn. Immutable Form. Mt. Nomad is immune to any spell or effect that would alter its form. Legendary Resistance (3/Day). If Mt. Nomad fails a saving throw, it can choose to succeed instead. Magic Resistance. Mt. Nomad has advantage on saving throws against spells and other magical effects. Regeneration. Mt. Nomad regains 10 hit points at the start of its turn. While reduced to 0 or fewer hit points, it is stunned and can be killed through the use of the spell wish. Mt. Nomad cannot die otherwise. Siege Monster. Mt. Nomad deals double damage to objects and structures. ACTIONSMultiattack. Mt. Nomad uses its Chilling Revelation and makes a ram attack. Chilling Revelation. Each creature within 90 feet of Mt. Nomad which can hear it makes a DC 24 Wisdom saving throw. A creature takes 19 (3d12) psychic damage plus 7 (2d6) cold damage and is frightened for 1 minute on a failed save, or takes half as much damage and is not frightened on a success. While frightened this way, a creature has its speed reduced by 10 feet and repeats the saving throw at the start of each of its turns, taking 6 (1d12) psychic damage on a failed save and ending the effect on itself on a success. Objects within this radius which are not being held or worn take 7 (2d6) cold damage. Ram. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 42 (5d12 + 10) bludgeoning damage.
LEGENDARY ACTIONSMt. Nomad can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Mt. Nomad regains spent legendary actions at the start of its turn. Regenerate. Mt. Nomad regains 5 hit points. |
A literal mountain of black glass, floating impossibly on the sea. Mt. Nomad drifts in the most northerly reaches of the ocean, destroying any life that crosses its path. It was created by a legendary shapeshifter, the Thief-of-Faces, from jewels stolen from a living mountain as a weapon to be used against his enemies; unfortunately, the Thief hates any form he has taken in the past, and he has lived for a very long time. Elemental Nature. Mt. Nomad doesn't require air, food, drink, or sleep. Mt. Nomad's LairMt. Nomad's cliffs and faces, as well as the tunnels and caverns within the mountain itself, can be considered its lair; the caves are filled with ancient treasures and relics stolen from ships it has destroyed, and very often the ships themselves. The Thief-of-Faces has been known to dwell within as well, coming and going at will. In the depths of the mountain lies a great egg of smooth gold. Once every hour, it pulses with slow and deadly life. Lair ActionsOn initiative count 20 (losing initiative ties), Mt. Nomad takes a lair action to cause one of the following effects; Mt. Nomad can't use the same effect two turns in a row:
Regional EffectsThe region surrounding Mt. Nomad is warped by its overwhelming presence, creating any of the following magical effects:
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