Shieldloth (5e Creature)
Shieldloth[edit]
Small fiend (yugoloth), neutral evil Armor Class 10
Saving Throws Str +4, Cha +3 Charge. If the shieldloth moves at least 20 feet straight toward a target and then hits it with a force field attack on the same turn, the target takes an extra 9 (2d8) force damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be pushed 20 feet away from the shieldloth. Excludes Everything. The shieldloth can't carry any object for more than 1 minute. Innate Spellcasting. The shieldloth's innate spellcasting ability is Charisma (spell save DC 11). The shieldloth can innately cast the following spells, requiring no material components: 2/day each: darkness, detect magic Magic Resistance. The shieldloth has advantage on saving throws against spells and other magical effects. Magic Weapons. The shieldloth's weapon attacks are magical. ACTIONSForce Field. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) force damage. Teleport. The shieldloth magically teleports up to 60 feet to an unoccupied space it can see.
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Shieldloths are white yugoloths somewhat resembling shadow demons with spindly limbs and small heads. They magically produce forcefields, which you can always tell are there, sticking approximately 2 inches out from their bodies all over, but which don't really have a colour until they make contact with something, and start to crackle with blue green and purple energy. These shields protect them from nearly everything, but they also have a cost; over years of evolution the shieldloths inside have become incredibly frail. In combat, since they cannot effectively hold weapons they charge at their enemies, damaging them with their shields. |
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