Thermovile (5e Creature)

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Thermovile[edit]

Medium monstrosity, unaligned


Armor Class 16 (natural armor)
Hit Points 49 (9d8 + 9)
Speed 30 ft., climb 25 ft.


STR DEX CON INT WIS CHA
9 (-1) 17 (+3) 13 (+1) 5 (-3) 11 (+0) 4 (-3)

Skills Perception +3, Survival +3
Proficiency Bonus +3
Damage Resistances poison; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities cold, fire
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 13
Languages
Challenge 5 (1,800 XP)


Thermal Organ. The thermovile has an internal pool of thermal energy, represented as Thermal Points, that it can add to or draw from using its attacks. The thermovile can have a maximum of 40 Thermal Points at any time. If two thermoviles agree, they can link hands and move Thermal Points between each other's pools however they like.

Heat Vision. The thermovile automatically sees any creature or item without total cover that does not match the temperature of its environment regardless of Stealth or being invisible. Creatures that match the temperature of their environment count as invisible for the thermovile.

ACTIONS

Multiattack. The thermovile makes two attacks.

Thermal-Draining Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) slashing damage. On a hit, the target must make a DC 14 Constitution saving throw, taking 13 (3d8) cold damage and gaining a level of exhaustion on a failed save, or half as much damage and not gaining a level of exhaustion on a successful one. The thermovile then gains a number of Thermal Points equal to half of the cold damage inflicted. If a target is reduced to 0 hit points by this cold damage, it is frozen solid. A frozen creature is considered petrified until it is kept in a warm area for 8 hours or until a lesser restoration spell or similar effect is applied.
The thermovile can't apply a level of exhaustion beyond level 1 in this way, and can't use its Thermal-Draining Claw if it cannot store any more Thermal Points using its Thermal Organ feature.

Thermal-Filling Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) slashing damage. On a hit, the thermovile can spend up to 10 of its Thermal Points, dealing 3 fire damage to the target for each spent Thermal Point. If the target has a metal item on their person, the thermovile can also spend two of its Thermal Points to cast heat metal as a 2nd-level spell (DC 14) with no components on that object, but cannot maintain concentration on it.

Grapple. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage. On a hit, the target is automatically grappled and restrained (escape DC 11) and the thermovile's attacks can't miss it until the target escapes. The thermovile cannot make any attacks on other targets until this grapple ends.

Tuck and Roll. The thermovile curls itself into a ball to protect itself. In this state, it gains a +3 to its AC, it cannot climb, its movement speed is halved, and it makes all attacks with disadvantage. The thermovile can uncurl itself as a bonus action, ending all the effects of this action on itself.


The thermovile, named for its powers over temperature and vile temperament, is an insectoid monster resembling a massive woodlouse with a long tendril on each side of its body, ending in a clawed, humanoid hand which is nearly-always too cold to be touched without protection, only changing to become red-hot when a thermovile's thermal organ is full or being emptied into a (usually unwilling) target. These monsters see themselves as twisted arbiters of thermal equilibrium, stealing heat from areas of warmth and injecting it into cold areas, though what one thermovile considers hot and cold may be different from what another believes, and its beliefs will even vary with its mood, so it is thus not helpful to anything in the slightest.
Found anywhere that temperatures soar or plummet, thermoviles are stubborn and not very smart, rarely gathering unless it is under a rare queen thermovile, and content to enact their thermal redistribution unaided by others, even going up against monsters of much greater power than themselves like dragons with ice or fire breath weapons to uphold this self-imposed mission.

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