Echidna (5e Creature)

Echidna

Gargantuan monstrosity, lawful evil


Armor Class 19 (natural armor)
Hit Points 577 (35d20 + 210)
Speed 40 ft., swim 40 ft.


STR DEX CON INT WIS CHA
24 (+7) 15 (+2) 22 (+6) 17 (+3) 23 (+6) 19 (+4)

Saving Throws Wis +14
Skills Perception +14
Proficiency Bonus +8
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, force, lightning, necrotic, poison, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities psychic
Condition Immunities charmed, deafened, frightened, paralyzed, petrified, poisoned, prone, stunned, unconscious
Senses darkvision 120 ft., passive Perception 24
Languages Common, Deep Speech, telepathy 120 ft.
Challenge 26 (90,000 XP)


Amphibious. The echidna can breathe air and water.

Gargantuan Weapon Master. Before the echidna makes a melee weapon attack, she may choose to take a -5 penalty to her attack roll. If the attack hits, she adds +10 to the attack's damage and if this attack reduces a creature to 0 hit points, the echidna may make one additional attack with the same weapon as a bonus action.

Limited Magic Immunity. The echidna can't be affected or detected by spells of 6th level or lower unless she wishes to be. She has advantage on saving throws against all other spells and magical effects.

Sweeping Attack Maneuver. When the echidna hits a creature with a melee weapon attack, she may choose up to two additional creatures within 5 feet of the original target. If the result of her attack would hit an additional target, it takes 18 (4d8) damage of the same type of the weapon used.

ACTIONS

Multiattack. The echidna makes four attacks, only one of which may be with her snake hair.

Snake Hair. Melee Weapon Attack: +15 to hit, reach 15 ft. one target. Hit: 28 (6d6 + 7) piercing damage.

Greatsword. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 35 (8d6 + 7) slashing damage.

Halberd. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 29 (4d10 + 7) slashing damage.

Maul. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 35 (8d6 + 7) bludgeoning damage.

Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 25 (4d8 + 2) piercing damage.

Fire Breath (Recharge 6). The echidna releases a massive burst of flame in a 120-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one.

REACTIONS

Snake Hair Riposte. When a creature within 5 feet of the echidna hits her with a melee attack, she may make one snake hair attack against the target.

LEGENDARY ACTIONS

The echidna 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 echidna regains spent legendary actions at the start of her turn.

Move. The echidna moves up to her speed without provoking opportunity attacks.
Attack (Costs 2 Actions). The echidna makes one melee weapon attack.

5.jpg
Echidna, by Raven Mimura

An echidna is a very very long naga-like creature. An echidna has the gargantuan head and upper torso and arms of a human female. Her body is that of a great serpent hundreds of feet long. An echidna is always female.

Monster Babies. Ever wonder why there are so many monstrosities and aberrations in the world, even though high-level characters keep killing them off? Well, the credit can be laid from within the coils of the echidna, mother of monsters. The echidna is a gargantuan monster similar to a naga that lays giant eggs, birthing other monsters. An echidna can give birth to the monsters on the table below. Echidnas exclusively give birth to aberrations and monstrosities. The eggs must be kept in water. Gargantuan monsters are birthed as a Huge baby monster of that type. Her eggs will be of various sizes depending on the creature being incubated.
An echidna's offspring will remain in her lair for 2d4 weeks after being born. Thereafter they are driven from the lair to make their own way in the world.

An Echidna's Lair

An echidna is generally to be found with her long serpentine body coiled in and out around dozens of eggs, to keep them warm. A full grown echidna spends the majority of her time in her lair which is generally a rocky cavern near the edge of an ocean, huge lake, or inland sea. Her lair always has some sort of access to the water and some sort of access to the Underdark, some sort of access to the air, and some sort of access to the overland outdoors. Each of these accesses is large enough for a Huge creature to traverse, although there may be numerous guardian allies to resist entry. Her babies round up food for her so that she almost never has to leave her lair. Echidnas will never leave their lair, even if they are on the losing side of a battle. They would prefer to die there and will not retreat. Echidnas do not care about treasure. Most treasure to be found in an echidna's lair will be that left over from slaughtered adventuring parties, which she ignores.

Lair Actions

On initiative count 20 (losing initiative ties), the echidna takes a lair action to cause one of the following effects; the echidna can't use the same effect two rounds in a row:

  • Five (2d4) eggs in the echidna's lair hatch (see the Monster Babies table below). The monsters birthed may enter combat on the round they hatch.
  • Magical silence spreads from a point the echidna chooses within 60 feet of her, filling a 30-foot-radius sphere until the echidna dismisses it as an action, uses this lair action again, or dies. The area is completely silent, as if under the effects of a silence spell.
  • A flash of psychic energy originates at a point the echidna can see within 120 feet of her. Each creature within a 20-foot radius centered on that point must make a DC 15 Intelligence saving throw or have disadvantage on each weapon attack roll it makes until the end of its next turn.

Monster Babies

When encountered, the echidna will be found in the presence of 3d6 of her monstrosity/aberration babies. Unless otherwise specified, her babies will be full grown monsters. For the dungeon master's convenience the table below contains simplified versions of each baby. You may certainly use the full articles found in the Monster Manual except for the baby Gargantuan creatures, which are listed as '(Huge baby)':

2d20MonstertCRACHPSpeedAttackDamageSpecial AttackDCSaveSpecial
2(Huge baby) EchidnaM161630030/40s+5 1x4d6 + 5fire breath 12d620Dex
3(Huge baby) KrakenM141528020 ft.+9 1x2d6 + 5Lightning Storm18Deximmune to lightning; bludgeoning, piercing, and slashing from nonmagical attacks, frightened, paralyzed
4(Huge baby) TarrasqueM202035035 ft.+10 5x3d8or Swallow 8d6immune to fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks, charmed, frightened, paralyzed, poisoned
5(Huge baby) RocM81418020/120+9 2x4d6 + 9and talon grapple16Keen Sight
6(Huge baby) Purple wormM91815050/30t+9 1x2d8 + 9and Stinger 17d619Contunneller speed 30 ft.
7MimicM2125815 ft.+5 1x1d8 + 3Adhesive13 ???immunity to acid, prone
8DoppelgangerM3145230 ft.+6 2x1d6 + 4 slamsurprise attack 3d6reads thoughts, ambusher, shapechanger, immunity to charmed
9OtyughA51411430 ft.+6 4x1d8 + 3 biteGrapple Slam 2d6 + 314Conlimited telepathy (send only)
10BuletteM5179440 ft.+7 1x4d12 + 415-foot Leap 3d6 + prone16d/sburrow 20 ft.
11Rust monsterM.5142740 ft.+3 1x1d8 + 1corrode ferrous item11DexIron Scent 30 ft., -1 dmg / hit cumulative
12HydraM81517230 ft.+8 hdx1d10 + 5# head reactionshold breath for one hour
13EttercapM2134430/30c+4 2x1d8 + 1bite 2d4 + 2 and 1d8 poison11Conclimb 30 ft, web +4 30 ft. restrain
14Death dogM1123940+4 2x1d6+2 bitebite poison 1d10/day12ConAdvantage against blinded, charmed, deafened, frightened, stunned, unconscious
15GrellA3copyrightWizards of the CoastMonster Manual page 172
16Displacer beastM3copyrightWizards of the CoastMonster Manual page 81
17Carrion crawlerM2copyrightWizards of the CoastMonster Manual page 37
18BeholderA13copyrightWizards of the CoastMonster Manual page 26
19Umber hulkM5copyrightWizards of the CoastMonster Manual page 292
20Yuan-ti abominationM7copyrightWizards of the CoastMonster Manual page 308
21ManticoreM3146830 ft.+5 3x1d8 + 3tail spikes 100 ft., 1d8 + 3
22GrickM2142730/30+4 1x2d6 + 2if hits, beak attack 1d6 + 2
23OwlbearM3135940 ft.+7 2x2d8 + 5and Beak 1d10 + 5Keen Sight and Smell
24BehirM111716850 ft.+10 1x3d10 + 620-foot line, 12d1016Deximmune to lightning, and constrict 2d10 + 6, or swallow 6d6
25ChuulA4169330 ft.+6 2x2d6 + 4and poison tentacles13Conimmune to poison, poisoned
26ChimeraM51411430 ft.+7 3x2d6 + 4fire breath 15-foot cone 7d815Dexnone
27BasiliskM3155220 ft.+5 1x2d6 + 3stone gaze12Dexattack includes 2d6 poison
28DarkmantleM1112210/30f+5 1x1d6 + 3engulf Medium head grapple13Str15-foot radius darkness 1/day, echolocation, disguise
29RoperM5209310/10c+7 1x4d8 + 44x tendril 50 ft. drag 25 ft.15Strdisguise as stalagmite etc.
30CloakerA8147810/40f+6 2x2d6 + 3 biteand 1d8 + 3 tail, moan13Wis3 duplicates
31DriderM61912330/30c+6 3x1d8 + 3 swordor bite 1d4 plus 2d8 poisonor 3x long bow 1d8 + 3
32AnkhegM2143930/10b+5 1x3d6 + 3 bitethen grapple13acid spray 30-foot line 3d6, DC 13 Dex save (Recharge 6)
33RemorhazM111719530/20b+11 1x6d10 + 7 bite&3d6 fire & grapple17swallow if grapple Small or Medium 6d6 acid damage per turn, immune to cold, fire
34CockatriceM.5112720/40f+3 1x1d4 + 1 bite& magic petrified11Con
35CentaurM2124550 ft.+6 2x1d10 + 4, 2d6 + 4or long bow 1d8 + 2charge 3d6 pike
36HippogriffM1111940/60f+5 2x1d10 + 3 beakand 1d10 + 3 clawsKeen Sight
37GriffonM2125930/80f+6 2x1d8 + 4 beakand 2d6 + 4 clawsKeen Sight
38AbolethA101713510/14s+9 3x2d6 + 5underwater disease14ConProbing Telepathy, tail 3d6 + 5, enslave 3/day, 3d6 psychic drain
39AndrosphinxM171719940/60s+12 2x2d10 + 6 clawroar (1. frightened, 2. deafened, 3. thunder)18Wisimmune to psychic; bludgeoning, piercing, and slashing from nonmagical attacks, Spellcasting
40GynosphinxM111713640/60s+8 2x2d8 + 4 clawsspells16varimmune to psychic, resist bludgeoning, piercing, and slashing from nonmagical attacks, teleport 120 feet

t: column 't' indicates whether the baby is a monster (M) or an aberration (A).

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