Ruin Chanter (5e Creature)
From D&D Wiki
Ruin Chanter[edit]
Medium fey, chaotic neutral Armor Class 18 (leather armor)
Saving Throws Dex +12, Con +11, Wis +8, Cha +12 Innate Spellcasting. The ruin chanter's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: guidance, sapping sting, toll the dead Magic Resistance. The ruin chanter has advantage on saving throws against spells and other magical effects. Ruins Walker. The ruin chanter has advantage on Dexterity (Acrobatics and Stealth) checks while in a rocky environment or ruins. The ruin chanter and any creature it summons are also immune to damage from spike growth and similar effects and unaffected by difficult terrain. ACTIONSMultiattack. The ruin chanter uses its Infirmity of Body or Infirmity of Mind. It then makes one mace attack or uses its Corrosive Touch. Mace. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage. This is a magic weapon attack. Corrosive Touch. The ruin chanter corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 20 Dexterity saving throw to avoid the ruin chanter's touch. Infirmity of Body. The ruin chanter aggressively points at a creature it can see within 60 feet of it. The creature must succeed on a DC 20 Constitution saving throw or gain disadvantage on all weapon attacks and Strength, Dexterity, and Constitution ability checks and saving throws for 1 hour. For the duration, the creature's appearance becomes withered and elderly as their vigor evaporates. A remove curse spell or other magic ends this effect. A ruin chanter cannot place both Infirmity of Body and Infirmity of Mind on the same creature. Infirmity of Mind. The ruin chanter aggressively points at a creature it can see within 60 feet of it. The creature must succeed on a DC 20 Wisdom saving throw or gain disadvantage on all spell attacks and Intelligence, Wisdom, and Charisma ability checks and saving throws for 1 hour. For the duration, the creature's expression becomes confused and empty as their mind shrivels. A remove curse spell or other magic ends this effect. A ruin chanter cannot place both Infirmity of Body and Infirmity of Mind on the same creature. BONUS ACTIONSDirge's Inspiration (Recharge 6). The ruin chanter can give up to six other creatures of its choice that can hear it within 60 feet of it a d10. The creature can expend and add this d10 to any ability check, attack roll, or saving throw it makes within 10 minutes. Shadow Slip. The ruin chanter takes the Dash, Disengage, or Hide action.
|
Ruin chanters generally resemble tall, sad elves of many seasons with dark skin, silver hair, and eyes of pure black. They tend to dress in whatever scraps of clothing they can cobble together, often in faded or earthy colors. Most also wear some form of similarly diversified simple armor under such clothing, though it rarely offers them much in the way of protection beyond the shade from their broad hats. Archivist. Ruin chanters view any ruins they inhabit as their territory and will violently attack almost any being, other than a few colors of dragon, that enters them in anger at the intrusions, save those they believe native to the ruins. However, any creature that desires to restore the ruins to full function and can make such intentions clear to the ruin chanter will suddenly make a powerful ally to help them in their work, but the ruin chanter will want a faithful refurbishment without any improvements or changes. Any such deviations from the past will be seen as a betrayal. Skirmisher. A ruin chanter is not a foe that will stand and fight their enemies, instead preferring to leave that work to their ruins elementals while they use spellcasting and their age manipulation abilities to hobble their enemies. Most ruin chanters will try to conceal their flying abilities whenever they can, often using them to slightly glide over dangerous terrain and baiting their pursuers into hazards. That is not to say they won't take to the air if cornered, just that they don't like being that obvious. A Ruin Chanter's LairLair ActionsOn initiative count 20 (losing initiative ties), the ruin chanter takes a lair action to cause one of the following effects; the ruin chanter can't use the same effect two rounds in a row:
Ruin ElementalsThe ruin chanter can perform a 1-hour long ritual to summon a ruin elemental. During the ritual, a wild storm rages within 300 feet around the ruin chanter. The storm's area is heavily obscured and gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical. When the ritual is complete, the storm immediately disappears and a ruin elemental will appear in an unoccupied space within 30 feet of the ruin chanter. The ruin elemental obeys all verbal instructions given to it by its creator. A ruin chanter can control up to three ruin elementals at a time. Once it uses this ritual, the ruin chanter can't perform the ritual again until 1d20 days have passed. Shockwave (Recharge 5-6). The ruin elemental strikes the ground to create a shockwave. Each creature on the ground that isn't an elemental within 20 feet of the ruin elemental must succeed on a DC 18 Strength saving throw or be knocked prone and back 10 feet away from the ruin elemental. |
Back to Main Page → 5e Homebrew → Creatures