Rasclinn (5e Creature)

From D&D Wiki

Jump to: navigation, search

Rasclinn[edit]

Small monstrosity, unaligned


Armor Class 18 (natural armor)
Hit Points 27 (5d6 + 10)
Speed 50 ft.


STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 15 (+2) 2 (-4) 15 (+2) 11 (+0)

Skills Perception +4
Proficiency Bonus +2
Damage Resistances poison, psychic
Senses darkvision 60 ft., passive Perception 14
Languages
Challenge 3 (700 XP)


Innate Spellcasting (Psionics). The rasclinn's innate spellcasting ability is Charisma (spell save DC 10). It can innately cast the following spells requiring no spellcasting components.

At will: mind sliver, sword burst
3/day each: expeditious retreat, jump, zephyr strike

Iron Will. The rasclinn has advantage on Intelligence, Wisdom, and Charisma saving throws against spells or other magical effects. It is also immune to any effect that allows other creatures to sense its emotions or read its thoughts.

Keen Hearing. The rasclinn has advantage on Wisdom (Perception) checks that rely on hearing.

Rage. If the rasclinn sees another rasclinn fall unconscious or dead in combat, it gains advantage on all attack rolls and disadvantage on all saving throws until it or all hostile creatures it can see are unconscious or dead. The rasclinn cannot end their rage voluntarily.

ACTIONS

Multiattack. The rasclinn makes two bite attacks.

Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 1 force damage. Hit or Miss: The rasclinn doesn't provoke opportunity attacks from that creature for the rest of the turn.


While their metallic hides and sharp, canine features can make them look vicious, rasclinns are actually herbivores and will only fight when directly attacked and cornered, especially if their packmates or non-armored pups are targeted. If possible, they will prefer to use their agility to lose predators, sentient or otherwise, on chases across their desert habitats. It is from those biomes the rasclinn develop their metallic coats, each as tough as a suit of plate armor, as they mature by extracting trace metals from the arid foliage they consume and processing it into their tissues. Where they developed their innate psionic defenses and offenses is more of a mystery, but they do make rasclinns both harder to corner and capture. That doesn't stop some foolish hunters from trying to make particularly tough hide armor, but even those that are successful discover without a living rasclinn feeding their unique biology, the metal that coats them quickly turns soft.
Rasclinn usually graze in packs of five to twelve, plus their young.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: