Rosehead (5e Creature)
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Rosehead[edit]
Medium aberration, chaotic evil Armor Class 16 (natural armor)
Proficiency Bonus +2 Alluring Petals. Each creature within 30 feet of the rosehead that is missing any hit points has disadvantage on all saving throws. Pack Tactics. The rosehead has advantage on an attack roll against a creature if at least one of the rosehead's allies is within 5 feet of the creature and the ally isn't incapacitated. ACTIONSSlam. Melee Weapon Attack +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. Dark Exacerbation (1/Day). The rosehead emits a dark burst of nightmare energy from its budding head in a 30-foot sphere centered on itself. Each creature in that area must succeed on a DC 14 Charisma saving throw or take 10 (3d6) necrotic damage.
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The roseheads are a strange sort of being that originates from the nightmares of adults, though the roseheads concern children. Supposedly, when an adult worries about a child growing up or losing a child, these roseheads bloom from their negative thoughts on the event, known as the Eve of Childhood. These roseheads are known to pursue children when created, often dragging them off into an unknown space, chanting |
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