Prismasaurus (5e Creature)

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Prismasaurus[edit]

Huge monstrosity (titan), unaligned


Armor Class 17 (natural armor)
Hit Points 435 (30d12 + 240)
Speed 30 ft.


STR DEX CON INT WIS CHA
28 (+9) 12 (+1) 26 (+8) 4 (-3) 20 (+5) 22 (+6)

Saving Throws Dex +9, Int +5
Damage Immunities fire, radiant; bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned
Senses passive Perception 15
Languages
Challenge 27 (105,000 XP)


Legendary Resistance. If the prismasaurus fails a saving throw, it can choose to succeed instead.

Magic Resistance. The prismasaurus has advantage on saving throws against spells and other magical effects.

Magic Weapons. The prismasaurus's weapon attacks are magical.

Prismatic Blur. The prismasaurus sheds bright light in a 60-foot radius and dim light for an additional 60 feet. Any creature which starts its turn within 30 feet of the prismasaurus is blinded until the start of its next turn. All attack rolls against the prismasaurus which rely on sight are made with disadvantage.

Prismatic Refraction. If the prismasaurus is targeted by a spell or magical effect that inflicts radiant damage, the prismasaurus takes no damage and the effect is refracted off its spines. Each creature within a 30-foot radius of the prismasaurus must succeed on a DC 22 Dexterity saving throw, taking 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

ACTIONS

Multiattack. The prismasaurus makes a bite attack and a tail attack. Both attacks cannot be made against the same target.

Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 48 (6d12 + 9) piercing damage. On a critical hit, the target must succeed on a DC 25 Constitution saving throw or die.

Tail. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 15 feet away from the prismasaurus and fall prone.

Prismatic Flare (Recharge 5-6). The prismasaurus flares with multicolored magical light. Each creature within a 30-foot radius of the prismasaurus must make a DC 22 Dexterity saving throw against one of the following effects, determined by rolling a d8:

  1. The creature takes 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.
  2. The creature takes 35 (10d6) acid damage on a failed save, or half as much damage on a successful one.
  3. The creature takes 35 (10d6) lightning damage on a failed save, or half as much damage on a successful one.
  4. The creature takes 35 (10d6) poison damage on a failed save, or half as much damage on a successful one.
  5. The creature takes 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.
  6. On a failed save, the creature is restrained. It must then succeed on a DC 22 Constitution saving throw at the end of its next turn or become petrified. If the creature succeeds on this Constitution saving throw, it is no longer restrained.
  7. On a failed save, the creature turns invisible. It must then succeed on a DC 22 Charisma saving throw at the start of its next turn or be banished to a harmless demiplane for 1 minute. A banished creature can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. If the creature's saving throw is successful or the banishing effect ends for it, the creature is no longer invisible.
  8. The creature is struck by two beams. Roll twice more, rerolling any 8.


LEGENDARY ACTIONS

The prismasaurus 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. The prismasaurus regains spent legendary actions at the start of its turn.

Thagomizer. The prismasaurus makes a tail attack.
Scathe. The prismasaurus flares with scathing energy. Each creature within a 60-foot radius of the prismasaurus must make a DC 22 Dexterity saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one. Undead creatures make this saving throw with disadvantage.

The prismasaurus is the unquestioned lord of the grasslands. Though placid and herbivorous by nature, its awesome power makes it widely feared and a force to be reckoned with.

Living Prism. A prismasaurus resembles a hadrosaur or iguanodon with the clubbed tail of an ankylosaur. Its most distinctive feature is a row of transparent crystalline spines which run down its back. These spines refract all light which passes through them, surrounding the creature in a constant nimbus of brilliant, multicoloured light.

Divine Origins. It is thought that the prismasaurus was created at the dawn of time by the eldest gods of nature, who wished to create a lifeform that could thrive in practically any environment. To that end they gave the creature scales as hard as adamantine, a beak sharp enough to carve through dragonhide like a knife through butter, and a thagomizer that can pulverize small hills with a single strike. But their greatest gift to their creation was its prismatic ridge, which turned the very light around it into a deadly weapon: when threatened, the prismasaurus can spray rays of destructive magical light in all directions.
The gods, realizing that this creature could outcompete all other life if allowed to spread unchecked, were merciful. They cursed the prismasaurs to be few in number, scattering them so widely that there might be as few as two prismasaurs on a given continent. They also ensured that the beasts could only bear one offspring at a time, that clutches of prismasaurus eggs would not upset the balance of nature.

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