Pecharunt (5e Creature)
Pecharunt[edit]
Small fey, chaotic evil Armor Class 16
Saving Throws Wis +12 Toxic Puppeteer. When Pecharunt makes a damaging or effect action on a creature, roll a d20. If the result is 16-20,the opponent is poisoned, and takes 1d6 poison damage each turn, along with paralysis. When it's their next turn, they make a con save of a DC of 14, losing 1 every turn, or stay poisoned. if lower than 16, this does nothing. the paralysis ends in 30 seconds. Mucha control. When Pecharunt Does sludge bomb or toxic, the target must succeed a DC 13 wisdom save throw, or be under pecharunts control. ACTIONSSludge Bomb. Pecharunt creates a bomb of toxic stimulants within 60 ft of it. on hitting, it explodes in a 15 by 15 ft area. anyone in the radius takes 3d12 acid damage. Phantom Force. Pecharunt tries to curse a single opponent, they must make a wisdom save throw of a DC of 15, or take 1d8 for each of their levels in necrotic damage. Tera Blast. Pecharunt creates a beam of light, targets one target 120 ft from it. they must make a dexterity save throw. On a failed save, The DM rolls a d12. the number roll tells the damage type of this attack, on the table down bellow, delling 2d12 damage in that type, and half on a success. Toxic. Pecharunt makes a smog of toxic gas within 30 ft of it. this gas is 5 by 5 ft, and the target inside the smog must make a constitution saving throw or take 2d12 poison damage for 30 second at the start of their turns. table for Tera Blast1:Acid 2:Bludgeoning 3:Psychic 4:Thunder 5:Fire 6:Cold 7:Lighting 8:Necrotic 9:Force 10:Poison 11:Radiant 12:Piercing
LEGENDARY ACTIONSPecharunt can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Pecharunt regains spent legendary actions at the start of its turn. Detect. Pecharunt makes a Wisdom (Perception) check. |
See also[edit]
Back to Main Page → 5e Homebrew → Creatures