Whip Rachis (5e Creature)

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Whip Rachis[edit]

Small aberration, chaotic evil


Armor Class 13 (natural armor)
Hit Points 5 (1d6 + 2)
Speed 40 ft., climb 40 ft.


STR DEX CON INT WIS CHA
5 (-3) 14 (+2) 15 (+2) 4 (-3) 7 (-2) 3 (-4)

Proficiency Bonus +2
Damage Vulnerabilities radiant
Condition Immunities blinded
Senses blindsight 30 ft., passive Perception 8
Languages
Challenge 1/8 (25 XP)


Sense Magic. The rachis senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


The whip rachis has a light-absorbing black, leathery carapace covering a vaguely centipede-like form. Two pairs of opposing jaws at the end of a yard-long, ridged body not unlike a human spinal column, with long two long rows of legs that resemble finger bones. Thin, spindly hairs jut from either side of the creature between segments. This creature does not possess even the hint of a head. It moves in swift bursts, snapping its body in sudden, curving thrusts along walls and floors.
One of the weakest creatures employed by the servants of Dark Powers, these horrible creatures are commonly summoned from the Dark in numbers. Warding sigils are often used to keep these voracious monsters contained in specific areas, often as guards.
Left to their own devices, these creatures will aggressively attack anything not originating from the Dark. The presence of creatures from the Dream or the use of magic nearby will drive them into a violent frenzy.

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