Pneumania (5e Creature)
Pneumania[edit]
Small plant (fectoid), unaligned Armor Class 12 (natural armor)
Saving Throws Con +3 Skittish. The pneumania has disadvantage on saving throws to avoid becoming frightened. Variable Illumination. The pneumania sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The pneumania can alter the radius as a bonus action. ACTIONSHowl. Each creature within 120 feet must succeed on a DC 15 Wisdom saving throw or become frightened of the pneumania until the end of its next turn. Creatures which are unaware of the pneumania make this save with disadvantage. Infect (Recharge 5-6). One humanoid that the pneumania can see within 5 feet of it must succeed on a DC 13 Constitution saving throw or become infected with pneumania; the pneumania then disappears, and the target is incapacitated until the end of its next turn.
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Fond of cool, damp conditions where it can feed on mildew, fungi, cobwebs and gastropod trails, this drifting, luminous fectoid prefers to be left alone in abandoned buildings, bat caves, bogs or hollow trees. It will usually attempt to drive intruders from its territory with its subsonic howl, which induces uncontrollable fear and panic. It glows brilliantly under the full moon, and has been known to imitate lantern light in an attempt to confuse interlopers. A pneumania is itself an incredibly fearful being, always convinced of some impending, inevitable disaster or another and breaking into mad panic at the slightest surprise, but seems to glean a certain degree of pleasure from its own terror, growing quickly bored if too much time passes without a major scare. |
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