Somnambulist (5e Creature)

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Somnambulist[edit]

Medium undead, neutral evil


Armor Class 16 (natural armor)
Hit Points 105 (10d8 + 60)
Speed 30 ft., swim 40 ft.


STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 22 (+6) 5 (-3) 16 (+3) 12 (+1)

Saving Throws Con +9, Int +0
Skills Perception +6
Proficiency Bonus +3
Damage Resistances acid, fire, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
Damage Immunities necrotic, psychic
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned, unconscious
Senses passive Perception 16
Languages understands Deep Speech and Primordial but can't speak
Challenge 5 (1,800 XP)


Implacable. The somnambulist is immune to any effect that would reduce its speed, and it has advantage on saving throws against being restrained, stunned or knocked prone.

Malaise. Any creature that touches the somnambulist or hits it with a melee attack while within 5 feet of it takes 5 (1d10) poison damage and 5 (1d10) necrotic damage. In addition, the creature must succeed on a DC 17 Constitution saving throw or become cursed for 1 minute. While cursed in this way, a creature cannot regain hit points.

Seepage. The somnambulist leaves a trail of caustic effluent in every space that it moves through. A creature that enters a space containing effluent for the first time on a turn or starts its turn there takes 5 (1d10) acid damage. The effluent evaporates after 1 minute.

Turn Resistance. The somnambulist has advantage on saving throws against any effect that turns undead.

ACTIONS

Torpid Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (3d6) psychic damage. If the target is a creature, it must succeed on a DC 17 Charisma saving throw or become cursed. While cursed in this way, a creature falls unconscious and cannot be roused. At the end of each day that a creature remains cursed, it must succeed on a DC 17 Constitution saving throw or gain one level of exhaustion.
A creature that succeeds on its initial saving throw is immune to being cursed by this somnambulist's Torpid Touch for 1 hour.


The somnambulists are servitors of an ancient and terrible power. Lurching from the stagnant depths of an otherworldly sea, the somnambulists bring slumber and decay to all who cross their path.

Crumbling Crustaceans. A somnambulist resembles nothing so much as an oversized, vaguely humanoid horseshoe crab. Its carapace is made of crumbling stone, and briny water seeps from the cracks in its armored hide. They walk with the shuffling gait of a man half asleep, pursuing their targets slowly yet inexorably.

Decay and Slumber. The touch of a somnambulist plunges the living into a deep slumber from which there is no natural awakening. Many who fall into this unnatural sleep waste away, never to wake again, and those few who recover remain listless for days after the fact. Worse, the very presence of a somnambulist causes flesh to wither and organs to fail, as if they were somehow leeching away the will to live.

Servants of Torpor. Apocryphal arcane texts state that the somnambulists hail from another plane known as the Stagnant Sea. In this realm dwells a being known only as the Torpor, reputed to be as deathless as the somnambulists and as somnolent as their victims. What goals the Torpor might have are unknown, and perhaps unknowable, but it is said that the somnambulists are its primary servants if not direct extensions of its will.
When somnambulists appear in the Material Plane, the creatures are bent on tracking down specific individuals. They pursue their targets relentlessly until they have been destroyed or have successfully put their victims into an unnatural slumber. What happens next varies from one victim to the next: sometimes the somnambulist will simply leave once the task is done, while other times it will grab the slumbering victim and drag them into the nearest body of water. No sign of such victims has ever been found, and some occultists take this as a sign that the taken have been brought to the Stagnant Sea for an audience with the Torpor.

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