Omikyr (5e Creature)

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Medium fey (shapechanger), chaotic good

Armor Class 14 (natural armour)
Hit Points 33 (6d8 + 6)
Speed 30 ft. (50 ft. in deer form)

13 (+1) 17 (+3) 12 (+1) 15 (+2) 15 (+2) 17 (+3)

Skills Perception +6, Stealth +5
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 16
Languages Common, Elvish, Sylvan
Challenge 1/2 (100 XP)

Innate Spellcasting. The omikyr's innate spellcasting ability is Charisma (spell save DC 13). The omikyr can cast the following spells innately, requiring no material components:

At will: dancing lights, druidcraft, goodberry, invisibility, light, minor illusion
3/day each: calm emotions, identify, rope trick
1/day each: charm person, faerie fire, heroes' feast, mirror image, sequester, silent image, sleep

Shapechanger. The omikyr can use its action to polymorph into a Medium deer, a Small or Medium humanoid, or back into its true form. Other than its size and speed, its statistics are the same in each form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the omikyr's choice).


Shortsword (Humanoid or True Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Bite (Deer or True Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (3d4) psychic damage, and the target must succeed on a DC 13 Wisdom saving throw or be charmed or frightened (omikyr's choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Omikyri are fey creatures that vaguely resemble humanoids with the heads of deer that love the shine of metallic objects almost as much as the beauty of nature, caring not for the value humanoids place on them, but rather to see their shine. Among their own kind, they rank each other based on the beauty and number of collected objects, with the owners of the largest collections being seen as nobility, so they fight fiercely to protect their collections.
Omikyri fight with ornate shortswords and with the merest touch from their hand, they can inspire awe or fear. They shun armour, as they find it heavy and restricting, preferring to rely on their own natural thick skins for protection. However, they like to wear jewellery made from natural materials such as acorns, leaves, and bark, and an omikyr will often adorn itself with favoured trinkets from its collection, usually made from metal.

Deer Spellcasters. Omikyri have some innate spellcasting that they use to distract foes, or to lead them astray, but they mostly use it to hide away their collections for safekeeping. They can also use their magic to transform from their normal forms to a humanoid form or into the form of a deer.
It is said that each and every omikyr carries a magical sack that it uses to store everything it finds, and never runs out of space, though the sack can only be seen, touched, or interacted with by the omikyr that owns it, and that the sack breaks and spills its contents into the Feywild when the omikyr dies.

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