Waroman (5e Creature)
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Waroman[edit]
Medium monstrosity, neutral Armor Class 12 (natural armor)
Senses passive Perception 11
Amphibious. The waroman can breathe air and water. Float. The waroman has little control over where it moves; while flying, it has disadvantage on Strength saving throws to avoid being moved against its will. If it takes more than 10 piercing or slashing damage in a turn, it deflates and has its flying speed reduced to 0; it reinflates after it completes a long rest. ACTIONSMultiattack. The waroman makes two grab attacks, then uses its Reel. Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) piercing damage. Jet (Recharge 5-6). The waroman releases a gust of air, moving itself 30 feet in any direction. Grab. Melee Weapon Attack: +6 to hit, reach 50 ft., one target. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained. The waroman can have two creatures grappled like this at one time. At the start of its turn, a creature grappled this way must make a DC 13 Constitution save, taking 7 (2d6) poison damage and becoming stunned until the start of its next turn on a failed save, or taking half as much damage on a success. Reel. The waroman pulls each creature grappled by it up to 25 feet straight toward it.
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Created by an evil ocean-dwelling race to capture and subdue prey, the boneless, rubbery digits of this vaguely humanoid monster can stretch several dozen feet when relaxed, each lined with millions of venomous nematocysts. The sting of the waroman is excruciatingly painful and immediately paralyzing, allowing the surprisingly strong tendrils to drag still-living prey within reach of the creature's tiny but powerful jaws. Its bloated, hollow cranium is filled with an extremely buoyant gas, allowing it to float through air or rest on the surface of the sea as it hunts. |
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