Parasitical Shell Armor (5e Creature)

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Parasitical Shell Armor[edit]

Medium aberration, neutral evil


Armor Class 18 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft., climb 20 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0)

Skills Acrobatics +5, Athletics +6, Perception +4, Stealth +5
Proficiency Bonus +3
Damage Vulnerabilities acid, lightning
Damage Resistances slashing
Condition Immunities blinded
Senses passive Perception 14
Languages Common, telepathy 60 ft.
Challenge 5 (1,800 XP)


Detect Sentience. The armor can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Damage Transfer. When it is grappling another creature, the armor takes only half the damage dealt to it (rounded down), and the creature grappled by the armor takes the other half.

Vulnerabilities. The armor cannot be life-shaped into shell armor if it dies because of lightning or acid damage.

ACTIONS

Multiattack. The armor makes two attacks with its armblades.

Armblades. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage.

Psychic Tentacles (Recharge 4-6). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 13) and must succeed on a DC 12 Intelligence saving throw or be stunned until the grapple ends. If the target fails its Intelligence save it must roll 3d6; if the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The reduction lasts until the target is affected by a remove curse spell or other magic or finishes a short or long rest. This does not kill the host but makes them prime targets to Enslave and use as a vessel for combat.

Enslave (1/Day). The armor targets one creature that it is grappling. That target must succeed on a DC 14 Intelligence saving throw against this magic or be charmed by the armor until the armor dies or until it is on a different plane of existence from the target. The charmed target is under the armor's control and the armor has fully engulfed its target. The target will fight to defend the armor from any attackers. Whenever the target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the armor.


This is a horrific set of life shaped shell armor that has fused with armblades and turned into a strange parasitical creature that kidnaps hosts and drains their intelligence, only to ride them into battle against their former allies. When not riding a host it scuttles around on ceilings like some strange, bony spider with eight long limbs ending in razor talons.

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