Shivering Slayer (5e Creature)

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Shivering Slayer[edit]

Large monstrosity, unaligned


Armor Class 14 (natural armour)
Hit Points 45 (6d10 + 12)
Speed 30 ft., climb 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 14 (+2) 3 (-4) 11 (+0) 7 (-2)

Skills Perception +2, Stealth +3
Proficiency Bonus +2
Damage Resistances cold
Senses darkvision 60 ft., passive Perception 12
Languages
Challenge 3 (700 XP)


ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, plus 2 (1d4) poison damage.

Spit Poison. Ranged Weapon Attack: +3 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 12 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.


Shivering slayers are reptilian creatures with powerful jaws and the ability to survive in intense cold. The name derives from the fact that they constantly jitter, as though shivering, though they do so not to warm themselves, but rather to stimulate a sac of poison within their bodies. The poison is most effective when fired from the mouth, as the process that the slayer uses to fire the poison also increases its potency.

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