Scorn-Fluke (5e Creature)
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Gargantuan aberration, chaotic evil
Armor Class 18 (natural armor)
Saving Throws Con +10, Cha +5
Amphibious. The scorn-fluke can breathe air and water.
Correspondence Casting. When creature is damaged by a spell the scorn-fluke casts, it must make a Wisdom saving throw, the DC of which is 10 + the damage taken. On a failed save, it becomes frightened until the end of its next turn. Creatures which speak Correspondence make this save with advantage.
Irrigo Core. If a creature attempts to target the scorn-fluke with any effect that would sense its emotions, read its thoughts, or inflict the charmed condition, that creature must successfully make a DC 17 Intelligence saving throw or take 10 (1d20) psychic damage and have the effect fail.
Innate Spellcasting. The scorn-fluke's innate spellcasting ability is Wisdom (spell save DC 18). The scorn-fluke can innately cast the following spells, requiring no material components:
At will: detect thoughts, delayed blast fireball, fly
Spines. A creature which touches the scorn-fluke makes a DC 18 Dexterity saving throw, taking 14 (4d6) piercing damage plus 10 (1d20) psychic damage on a failed save, or half as much damage on a success.
Searing Revelation. Each creature within 90 feet of the scorn-fluke which can hear it takes 25 (2d20 + 4) psychic damage plus 17 (4d6 + 3) fire damage and muse make a DC 18 Wisdom saving throw, becoming frightened for 1 minute on a failed save. A creature frightened this way remakes the saving throw at the end of each of its turns, taking 15 (1d20 + 5) psychic damage on a failed save or ending the effect on itself on a success. Objects within this radius which are not being held or worn take 17 (4d6 + 3) fire damage and are ignited, if flammable.
Ram. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 25 (5d8 + 3) bludgeoning damage.
Ancient beings hailing from the distant planet of Axile, flukes most closely resemble oversized sea urchins: mounds of thin, purple-black spines clustered around a central core. They are masters of the shapeling arts, the practice of twisting, fusing, and altering flesh by consuming the vital power of amber, and create servants for themselves from lesser creatures. They were brought from their home by promises of greater control over these arts, on the condition that they never love again; since then, many flukes have come to regret this decision and begun seeking their lost planet, although none have succeeded.
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