Night-Robed Pilgrim (5e Creature)
Night-Robed Pilgrim[edit]
Medium aberration, lawful evil Armor Class 13 (natural armor)
Skills Deception +4, Persuasion +4, Religion +5 Amphibious. The pilgrim can breathe air and water. Damage Transfer. When it is grappling another creature, the pilgrim takes only half the damage dealt to it (rounded down), and the creature grappled by the pilgrim takes the other half. False Appearance. While it is folded into a human shape, the pilgrim has advantage on Dexterity (Stealth) and Charisma (Deception) checks made to avoid being detected as a monster. Sense Magic. The pilgrim senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical. Spellcasting. The pilgrim is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): chill touch, minor illusion, poison spray ACTIONSSmother. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC 13). Until this grapple ends, the target is blinded, restrained, and at risk of suffocating, and the pilgrim can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.
|
Some of the most notorious of the dark power's instruments, the night-robed pilgrims appear to be travelers in heavy, hooded, ash-colored robes. In fact, the robes are empty. The creature is a flat, leathery horror contorted into a man-like shape. Unfurled, this abomination resembles a faceless, tailless synthesis of manta ray and bat. While its outer surface is largely smooth and featureless, its underside is a pale atlas of webbed, ribbed, and fanned cartilaginous structures and thin tendrils. |
Back to Main Page → 5e Homebrew → Creatures