Thrump (5e Creature)

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Thrump[edit]

Huge fiend, chaotic evil


Armor Class 16
Hit Points 229 (24d12 + 72)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 17 (+3) 9 (-1) 9 (-1) 20 (+5)

Saving Throws Cha +10
Skills Deception +10
Senses passive Perception 14
Languages Common
Challenge 14 (11,500 XP)


Extreme Vetting.The thrump deals an additional 5 (2d4) bludgeoning damage with its unarmed attacks against creatures that are not originally from this realm

Fiendish Blessing. The thrump can add its Charisma modifier to its AC.

Fiendish Resistance. The thrump has advantage on saving throws against being charmed, and magic can't put the thrump to sleep.

Innate Spellcasting. The thrump's spell casting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can cast the following spells, requiring no material components:

At will: charm person, command, true strike, vicious mockery
3/day each: banishment, enthrall, fear

ACTIONS

Multiattack. The thrump can use two unarmed strikes and cast one spell that it can cast at will.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.


LEGENDARY ACTIONS

The thrump can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The thrump regains spent legendary actions at the start of its turn.

Command. The thrump can command thrumplings to do a sneak attack, thrumplings otherwise cant do a sneak attack (how dumb are they?)

You're Fired. The thrump casts immolation.

I'm gonna build a great wall. The thrump casts wall of fire.

Iron Grip. The thrump casts hold person.

Wrong. Cancels concentration on all spells in 25 foot radius.


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