Nebula Slayer (5e Creature)

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Nebula Slayer[edit]

Large aberration, chaotic evil

Armor Class 18 (plate)
Hit Points 76 (8d10 + 32)
Speed 40 ft., fly 20 ft. (hover)

19 (+4) 19 (+4) 19 (+4) 15 (+2) 18 (+4) 14 (+2)

Saving Throws Int +5, Wis +7
Skills Perception +7, Stealth +7
Damage Vulnerabilities lightning
Damage Resistances cold, fire
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralysed, poisoned
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17
Languages Deep Speech and any three others, telepathy 60 ft.
Challenge 8 (3,900 XP)

Brute. A melee weapon deals one extra die of its damage when the nebula slayer hits with it (included in the attack).

Rejuvenation. If a nebula slayer is slain, it returns to life 1d10 days later on the Astral Plane, regardless of where it died. Only a wish spell may stop this trait from functioning.


Multiattack. The nebula slayer makes three melee attacks.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage, or 20 (3d10 + 4) slashing damage if used in two hands.

Flaming Gauntlet (Recharge 5-6). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) fire damage.

Mind Ray. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 17 (2d12 + 4) psychic damage.

Nebula slayers are vicious warriors that are greater and more violent cousins of vortex hunters that hate negotiation, preferring to kill and steal what they want.

Aberrant Nature. A nebula slayer doesn't require air, food, or drink.

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