Ophimoth (5e Creature)

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Ophimoth[edit]

Medium monstrosity, lawful evil


Armor Class 17 (natural armor)
Hit Points 209 (22d8 + 110)
Speed 50 ft.


STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 20 (+5) 18 (+4) 17 (+3) 8 (-1)

Saving Throws Str +10, Dex +8, Con +9
Skills Arcana +8, Athletics +10, Insight +7, Investigation +8, Perception +7
Damage Vulnerabilities force
Damage Resistances acid, psychic
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Senses darkvision 60 ft., passive Perception 17
Languages Sylvan plus up to five other languages
Challenge 9 (5,000 XP)


Charge. If the ophimoth moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 10 (3d6) slashing damage.

Innately Magical. The ophimoth's weapon attacks are magical and deal an extra 4 (1d8) force damage on a hit (included in the attacks).

Ethereal Wanderer. The ophimoth can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
After 1d6 × 10 hours, the ophimoth will fade away to another plane.

Limited Magical Immunity. The ophimoth cannot be affected or detected by spells of 3rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Reincarnation. When the ophimoth is reduced to 0 hit points, its body distegrates leaving behind any items and equipment that it had. The ophimoth is then resurrected 1d10 × 3 days later in the Feywild with all of its skills and memories. If it is petrified, it does not reincarnate and no longer moves between planes.

ACTIONS

Multiattack. The ophimoth makes two weapon attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 6) slashing and 4 (1d8) force damage.

Force Spear (Recharge 6). The ophimoth raises its empty hand above its head and conjures a spear made of pure force magic. It then hurls the spear at a creature that it can see within 100 feet of it. That creature must make a DC 17 Dexterity saving throw, taking 21 (6d6) force damage on a failed save, or half as much damage on a successful one. An unsuccessful creature takes 6d6 force damage. A successful creature takes half damage.

REACTIONS

Riposte. When a creature misses the ophimoth with a melee attack, it can make one melee weapon attack against the creature.

Ophimoths (pronounced Oh-fi-moth) are mysterious creatures that always seem to appear nearby magical sites or suddenly before powerful adventurers. They phase in and out from the different planes, seemingly pulled through reality by the gravity of immense magical power.
6 foot tall, quadrepedal creatures, ophimoths when seen at a distance can be easily mistaken for centaurs, but on closer inspection they are scaly and far more serpent-like. With black scales covering them head-to-toe, snake-like faces, stone horns, hooves, clawed hands and a dragon-like tail, the ophimoths are incredibly intimidating creatures.
Ophimoths are intelligent creatures that are driven by their desire to find powerful magical artefacts and to fight strong foes. They unintentionally wander from plane to plane seeking out worthy challengers and suitable equipment for their upcoming encounters. They will fade into existence, as though appearing from nothing, before travellers who have aquired wonderous loot from dungeon diving, before wizards who have enchanted an incredible item and before cultists who summon forth powerful deities. To those who are unfamiliar with the creatures their appearance can seem completely random and is often devestating, as they will quickly slay all nearby them with a wonderous, magical aresenal of rare weapons, just so that they can recover whatever beckoned them forth from the ether without interruption.
If a creature successfully bests an ophimoth in combat, the ophimoth will leave the magical items it has collected as a reward to the victor.
It is unknown as to where the ophimoth originated or why they seek magical artefacts. Their plane drifting nature makes pinning down a place of origin incredibly hard, though some of the greater scholars who studied the elusive and dangerous creatures drew the conclusion that they must have originated from somewhere in the Feywild, as the only consistent factor between ophimoth encounters that has been noted is that they can all speak Sylvan where not all ophimoths can speak the other languages they have been recorded to speak, such as Celestial, Infernal or Undercommon.
In a seemingly impossible case, it was recorded that a halfling bard named Broken-string Luet managed to convince a ophimoth to take a non-hostile approach to recovering a vorpal sword. The smooth-talking bard claimed he convinced the ophimoth into trading a rod of lordly might for the blade, appeasing the creature into a calm encounter. After the deal was stuck, the black monster faded into nothingness.


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