Rubbery Man (5e Creature)
Rubbery Man[edit]
Medium aberration, any neutral alignment Armor Class 12 (natural armor)
Proficiency Bonus +2 Amphibious. The rubbery man can breathe air and water. Innate Spellcasting. The rubbery man's innate spellcasting ability is Intelligence (spell save DC 10). The rubbery man can innately cast the following spells, requiring no material components: 1/day: true polymorph Shapeling Arts. When the rubbery man casts true polymorph, it can change a creature into a form with a challenge rating 1 level higher by expending 5,000 gp worth of additional material components in the form of deep amber, amber which has passed hands or been circulated many times. ACTIONSTentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 11). Until this grapple ends, the target is restrained. The rubbery man has two tentacles, each of which can grapple one target. BONUS ACTIONSHealing Slime. The rubbery man touches a creature within reach that it can see. That creature regains 2 (1d4) hit points and must succeed on a DC 10 Constitution saving throw or have its Charisma score reduced by 1. This effect cannot reduce the creature's Charisma score to 0.
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Vaguely human-like with heads that resemble squid, a little, rubbery men are strange beings that cannot speak languages created by people with voice boxes or lungs, but are intelligent and generally seem sad, anxious and very polite. They trade deep amber for the tiny blind fish that they eat, and for human music; they are also quite willing to trade for their amber back. But they are terribly menacing, with faces like squid! |
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