Stupefydra (5e Creature)

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Stupefydra[edit]

Medium monstrosity, chaotic neutral


Armor Class 16 (natural armor)
Hit Points 110 (13d8 + 52)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 18 (+4) 9 (-1) 14 (+2) 17 (+3)

Saving Throws Cha +6
Skills Deception +6, Intimidation +6, Nature +2, Perception +5, Survival +5
Proficiency Bonus +3
Damage Resistances poison, psychic
Senses darkvision 120 ft., passive Perception 15
Languages understands Common and Sylvan but can't speak
Challenge 6 (2,300 XP)


False Heads. The stupefydra has six false heads, which each have their own reaction that can be used only for opportunity attacks. When a creature targets the stupefydra with an attack, that creature must succeed a DC 16 Intelligence (Nature) check or else target one of the stupefydra's false heads, and its attack's damage is halved. If the damage is slashing, roll a d8 and add 4. If the total is less than the damage dealt, one of the stupefydra's false heads is severed, and the DC of this feature is reduced by 1 to a minimum of 10.
If the stupefydra is missing any of its false heads, it recovers 1d3 false heads at the end of a long rest.

ACTIONS

Multiattack. The stupefydra makes one bite attack, then as many bite attacks as it has false heads. It can only target a single creature with up to three bite attacks unless that creature is the only one in range.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (2d4 + 3) piercing damage.

Psychic Sway (Recharge 5-6). The stupefydra emanates odd waves in a 40-foot cone. Each creature in that area must make an Intelligence saving throw with a DC equal to the stupefydra's False Heads feature. On a failed save, a creature takes 28 (8d6) psychic damage and is stunned until the end of their next turn. On a successful save, a creature takes half as much damage and isn't stunned.

REACTIONS

Block. In response to being hit by an attack that would reduce the stupefydra to 0 hit points while it has at least one false head, the stupefydra loses a false head and is reduced to 1 hit point instead.

The stupefydra is a reptilian monster reminiscent of a human-sized lizard with a long, thin neck and body, bulky hips and rear legs, and six long tails, each of which ends in a false head identical to the real one save for how a false head's eyes do not rotate in their sockets. To make use of its bizarre anatomy, the stupefydra will walk backwards at nearly all times and lower its real head to look like a mere tail, raising its actual tails and their connected false heads to sway them in such a manner that they appear to be a collection of heads looking in all directions, in this way confusing and frightening away predators. Perhaps because of this, the stupefydra is a master of mental warfare, being resistant to, and capable of inflicting, psychic damage through its movements.

Cautious Creature. Stupefydra are by nature somewhat reclusive, avoiding conflict unless necessary by keeping a distance and intimidating potential enemies away. When a conflict does break out, they will force enemies to attack its many biting, swinging tails instead of their actual body. Though rare, a stupefydra that comes to trust a human who has proven itself by helping the monster may feel safe enough around them to walk forwards.

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