Nekronaut (5e Creature)
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Nekronaut (Rhulisti)[edit]
Small undead, lawful neutral Armor Class 20 (natural armor)
Skills Perception +4 Thorned Defenses. A creature that touches the nekronaut or hits it with a melee attack while within 5 feet of it takes 5 (2d4) piercing damage. Undead Fortitude. If damage reduces the nekronaut to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant damage or from a critical hit. On a success, the nekronaut drops to 1 hit point instead. ACTIONSMultiattack. The nekronaut makes two attacks with its spiked mace. Alternatively, it makes four attacks with its mace quills. Spiked Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Mace Quills. Melee Weapon Attack: +5 to hit, range 50/100 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Deathspray (Recharge 4-6). The nekronaut sprays poison in a 15-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or take 10 (3d6) poison damage and be poisoned. Spore Grenade (1/Day). The nekronaut hurls a grenade within 50 feet of it release a 20 foot radius of spores in an area exactly similar to the spell faerie fire.
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These ancient subterranean explorers were once called cthononauts but when they lost communication with the surface world many of them died in their monolithic subterranean cities and rose from the dead as eternal guardians of the life shaped beings, ideas and secrets kept in their long sequestered facilities. The nekronauts are not evil per se but very quick to attack anything which poses a threat to these symbiote cities deep below the earth. Undead Nature. A nekronaut doesn't require air, food, drink, or sleep. |
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