White Anchor (5e Creature)
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White Anchor[edit]
Large monstrosity (anchor), lawful evil Armor Class 19 (splint, shield)
Saving Throws Str +8, Con +9 Savage Attacks. When the anchor scores a critical hit with a melee weapon attack, they can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. Relentless Endurance. When the anchor is reduced to 0 hit points, they drop to 1 hit point instead. Unflinching. A critical hit on the anchor is treated as a regular hit. Warding Runes. The anchor gains +1 to AC (included in stats) and adds an additional 1d4 to saving throws. Loses this if subjected to the effects of dispel magic or under the effects of antimagic field, regaining the effect after 1 minute. ACTIONSMultiattack. The anchor makes two greataxe attacks. Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage. Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. BONUS ACTIONSAggressive. The anchor moves up to its speed toward a hostile creature that it can see. REACTIONSResistance (Recharge 5-6). When subjected to damage, the anchor can halve damage taken. |
A 10 ft tall slab of raw physical might, with thick skin, bulging muscles and thick iron laced bones engraved with arcane runes. They have no hearts (their blood is pumped through the natural contraction of their veins), no lungs (oxygen is absorbed through their skin) and no brains (their brain cells are scattered throughout their body) because of these modifications they can take massive amounts of damage. |
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