Shalarin Arcane (5e Creature)
Shalarin Arcane[edit]
Medium humanoid (shalarin), lawful neutral Armor Class 15 (Silverweave Armor)
Saving Throws Int +4, Wis +3 Limited Amphibiousness. The shalarin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Sunlight Sensitivity. While in sunlight, the shalarin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Spellcasting. The shalarin is an 5th-level spellcaster. Its spellcasting ability is Wisdom or Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared: Cantrips (at will): gust, message, sapping sting, shape water, spare the dying ACTIONSMultiattack. The shalarin makes two trident attacks, or uses sapping sting and makes a trident attack. Trident. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 1) piercing damage, or 4 (1d8 + 1) piercing damage if used with two hands to make a melee attack. BONUS ACTIONSRiptide. Immediately after the shalarin hits a creature submerged in water with a trident attack, every creature in a 5 ft. radius of the target including the target itself and excluding the shalarin must make a DC 12 Dexterity saving throw. A creature takes 7 (2d6) slashing damage on a failed save, or half as much damage on a successful save.
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Shalarin arcanes are the rarest sub-caste in shalarin society, making up only 1% of the population, and less than one-third of the shalarin scholar population. Arcanes are the only shalarin in As'arem allowed to practice arcane magic, and are trained from birth to do so. While a scholar is likely to have bioluminescent markings from their magic use, an arcane is guaranteed to. In peacetime, arcanes divinate and commune for their rulers, while in wartime they lead armies of shalarin protectors. |
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