Zarogmir (5e Creature)
Zarogmir[edit]
Large monstrosity, neutral evil Armor Class 14 (natural armour)
Skills Perception +6, Stealth +9 Brave. The zarogmir has advantage on saving throws against being frightened. Innate Spellcasting. The zarogmir's innate spellcasting ability is Wisdom (spell save DC 14). The zarogmir can cast the following spells innately, requiring no material components: 3/day: grease Spike Regrowth. The zarogmir has thirty spikes. Used spikes regrow when the dalasmir finishes a long rest. ACTIONSMultiattack. The zarogmir makes three attacks: one with its bite and two with its claws or three with its spikes. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage and 4 (1d8) fire damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 16 Constitution saving throw or be infected with a disease—a minuscule dalasmir egg. A humanoid host can carry only one dalasmir egg to term at a time. Over one week, the egg moves to the chest cavity, gestates, and forms a dalasmir spawn. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the dalasmir spawn chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process. If the disease is cured before the dalasmir's emergence, the unborn dalasmir is disintegrated. Spike. Melee or Ranged Weapon Attack: +6 to hit, reach 10 ft. or range 100/200 ft., one target. Hit: 9 (1d12 + 3) piercing damage and the target must succeed on a DC 16 Constitution saving throw or take 7 (2d6) poison damage and be poisoned for 1 minute. A creature poisoned in this way has its speed halved. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way. Fire Breath (Recharge 6). The zarogmir exhales fire in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
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Zarogmiri are rare dalasmiri that are naturally blind, but can inherently use magic. They are rarely formed when a young dalasmir whose host was a spellcaster enters its cocoon phase. They are more intelligent and charismatic than most other dalasmiri, and they tend to act as leaders among their own kind. They are the only dalasmiri that put some value on the lives of humanoids, but only to enslave them, using them to grow food. Their slaves must be very careful, as other dalasmiri only hold off from eating them for fear of the wrath of a zarogmir, and any act of defiance removes the scant protection given to them by the zarogmir. |
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