Suckerpunk (5e Creature)
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Suckerpunk[edit]
Small monstrosity, unaligned Armor Class 14 (natural armor)
Skills Perception +3, Stealth +6 Amphibious. The suckerpunk can breathe air and water. Camouflage. While the suckerpunk remains motionless, it has advantage on Dexterity (Stealth) checks. ACTIONSMultiattack. The suckerpunk makes two melee attacks. Rasp. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained and loses 5 (1d4 + 3) hit points due to blood loss at the start of each of the suckerpunk's turns, and the suckerpunk can't use its rasp on another target. Shocking Grasp. Melee Weapon Attack: +5 to hit, reach 15 ft., one creature. Hit: 9 (2d8) lightning damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or become paralyzed until the start of its next turn. If the lightning damage reduces the target to 0 hit points, the target is stable but paralyzed for 1 hour, even after regaining hit points.
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The suckerpunk is an ornery, amphibious sanguivore capable of delivering an electrical shock to paralyze its prey. Its soft, elastic body is well suited for the dark, wet, claustrophobic environments it favors, hunting amongst the tangled plumbing of sewage tunnels and muddy roots of swamps. They are territorial and brutish monsters, usually staking out a particular decaying tree, slime pool or access tunnel to call home and viciously attacking interlopers regardless of their nutritive requirements. A suckerpunk delivers an electrical shock through its facial suckers that can be lethal to creatures its own size or smaller, but it will seldom allow prey to die quickly. Regulating its electrical output, it keeps its meals paralyzed while it rasps away the flesh and sucks out bodily contents in a lamprey-like fashion. |
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