Vaskalamaldus (5e Creature)
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Vaskalamaldus[edit]
Huge beast, unaligned Armor Class 23 (natural armor)
Saving Throws Str +14, Dex +10, Con +13, Wis +11 Aggressive. As a bonus action, Vaskalamaldus can move up to its speed toward a hostile creature he can see. False Appaerance. While Vaskalamaldus remains motionless in darkness or dim light, he is indistinguishable from a tree. Hunter’s Guile. Vaskalamaldus adds +10 to his initiative rolls. Keen Sight. Vaskalamaldus has advantage on Wisdom (Perception) checks that rely on sight. Legendary Resistance (3/Day). If Vaskalamaldus fails a saving throw, he can choose to succeed instead. Magical Nature. Vaskalamaldus's natural weapon attacks are magical. Rampage. When Vaskalamaldus reduces a creature to 0 hit points with a melee attack on its turn, he can take a bonus action to move up to half its speed and make a beak attack. Reckless. At the start of his turn, Vaskalamaldus can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of his next turn. Relentless. If Vaskalamaldus takes 35 damage or less that would reduce it to 0 hit points, he must succeed a Constitution saving throw equal to 8 + the half the damage dealt. If he succeeds, he is reduced to 1 hit point instead. With each success, the DC increases by 2 until it becomes 26. The DC resets after a long rest. Wounded Fury. While it has 100 hit points or less, Vaskalamaldus has advantage on attack rolls. In addition, it deals an extra 11 (2d10) damage to any target it hits with a melee attack. Shadow Camouflage. Vaskalamaldus has advantage on Dexterity (Stealth) checks made to hide in dark or dim light area, or at night. ACTIONSMultiattack. Vaskalamaldus uses his Frightful Presence. He then makes three beak attacks. Beak. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 27 (3d12 + 7) piercing damage. If the target is a Medium or smaller creature, Vakalamaldus may choose to grapple the target. If so, the target must succeed a DC 22 Strength or Dexterity save or be grappled. Vaskalamaldus cannot use his beak against another target until the grapple ends. If the target is larger than a Medium creature or Vaskalamaldus chooses not to grapple it, the target suffers 10 (4d4) damage at the start of each of their turns due to blood loss. Frightful Presence. Each creature of Vaskalamaldus's choice that is within 120 feet of Vaskalamaldus and aware of him must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Vaskalamaldus's Frightful Presence for the next hour. Call Ravens (Recharge 6). Vaskalamaldus lets out a mournful cry and calls a massive flock of ravens. Upon calling them, he can command this flock without expending any actions. This flock covers a 20-foot radius area, attacks any creature other than Vaskalamaldus within that area, is resistant to bludgeoning, piercing and slashing damage, and has 245 hit points and the ability scores of a swarm of ravens and an AC of 18 for the purposes of spell effects. At the beginning and end of their and Vaskalamaldus's turns, creatures within the flock take 16 (4d6 + 2) piercing damage, 9 (2d6 +2) piercing damage if the flock is at half its hit points, or 6 (1d6 + 2) if it's at a quarter of its hit points or lower. Swallow. Vaskalamaldus makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Vaskalamaldus, and it takes 32 (9d6) acid damage at the start of each of Vaskalamaldus's turns. REACTIONSUnbridled Fury. In response to being hit by a melee attack, Vaskalamaldus can make one melee weapon attack with advantage against the attacker. LEGENDARY ACTIONSVaskalamaldus 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 regains spent legendary actions at the start of his turn. |
Magic takes many forms: from fiery blasts to divine retribution, there seems no end to the forms magic can take. Rarely, magic takes a form not unlike a virus, which must infect a host to house the hive. These hives often are excruciating and destructive, warping the host into a monstrous creature that cannot sustain itself as it would normally and must obliterate the local ecology to sustain the energetic needs of both it and the hive. To that end, these hosts are often mutated in fearsome ways, from simply making them bigger to completely altering them into the form of the previous host. While these beings are certainly deadly, few were as ferocious and unchallenged as the pterosaur known as the Raven King, Vaskalamaldus. |
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