Singehusk Ashborn (5e Creature)

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Singehusk Ashborn[edit]

Medium undead, neutral evil


Armor Class 13
Hit Points 84 (13d8 + 26)
Speed 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 15 (+2) 11 (+0) 11 (+0) 7 (-2)

Proficiency Bonus +3
Damage Resistances cold, necrotic; bludgeoning, piercing and slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, poisoned
Senses passive Perception 10
Languages Common, Ignan
Challenge 8 (3,900 XP)


Heated Body. The singehusk's melee attacks deal 2d6 extra fire damage (included in the attacks). Any creature that begins its turn grappling the singehusk takes 7 (2d6) fire damage.

Stench. Any creature that starts its turn within 5 feet of the singehusk must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the poolhusk's Stench for 24 hours.

Turning Defiance. The singehusk and any regular singehusks within 30 feet of it have advantage on saving throws against effects that turn undead.

ACTIONS

Multiattack. The singehusk makes two bite attacks and uses its Engulf.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage and 7 (2d6) fire damage.

Engulf. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the ashborn can't engulf another target.

Flame Breath (Recharge 6). The singehusk spews flames in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 27 (5d10) fire damage and 16 (3d10) poison damage on a failed save, or half as much damage on a successful one.


A more powerful form of singehusk, a singehusk ashborn must be created from a humanoid corpse that has been burnt completely away, leaving behind nothing but bones. As such, a singehusk ashborn's body consists of nothing more than ash clinging to a skeleton in the vague shape of a humanoid, with two burning fireballs for eyes and a flame-filled gap for a mouth. This form gives the singehusk much more offensive versatility, as the fire within is no longer restrained by flesh. Additionally, the ashborn can smother foes with its ash-covered body, engulfing them completely while it moves in with its savage jaw.

Undead Nature. A singehusk ashborn doesn't require air, food, drink, or sleep.

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