Shtriga (5e Creature)
Shtriga
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Medium undead, lawful evil Armor Class 26 (natural armor)
Saving Throws Dex +14, Int +16, Wis +16, Cha +16 Shapechanger. The shtriga can use its action to polymorph into a Medium or smaller humanoid, a Tiny flying insect or a Medium cloud of mist, or back into its true form. Evil Mind. The shtriga is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location, unless it wishes to be. The shtriga adds its Intelligence modifier to its AC (included in the calculation). Innate Spellcasting. The shtriga's innate spellcasting ability is Charisma (spell attack bonus +16, spell save DC 24). It can innately cast the following spells, requiring no material components: At will: chill touch, counterspell, detect magic, eldritch blast, hex, identify, mage hand, magic missile, misty step, poison spray, suggestion, vicious mockery (can cast as a bonus action) Legendary Resistance (3/Day). If the shtriga fails a saving throw, it can choose to succeed instead. Misty Escape. When it drops to 0 hit points outside its resting place, the shtriga transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. Magic Resistance. The shtriga has advantage on saving throws against spells and other magical effects. Magic Weapons. The shtriga's weapon attacks are magical. Regeneration. The shtriga regains 50 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the shtriga takes radiant damage or damage from holy water, this trait doesn't function at the start of the shtriga's next turn. Spellcasting. The shtriga is a 20th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +24 to hit with spell attacks). The shtriga can cast false life at will and has the following wizard spells prepared. Cantrips (at will): acid splash, fire bolt, poison spray, ray of frost, shocking grasp Spider Climb. The shtriga can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Turn Immunity. The shtriga is immune to effects that turn undead. Undead within 60 feet of the shtriga have advantage on saving throws against turn undead effects. Undead Fortitude. If damage reduces the shtriga to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant damage or from a critical hit. On a success, the shtriga drops to 1 hit point instead. Shtriga Weaknesses. The shtriga has the following flaws: ACTIONSMultiattack (Shtriga Form Only). The shrtiga makes three attacks, only one of which may be a bite. Alternatively, the shtriga can make two spell attacks. Claw (Shtriga Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Instead of dealing damage, the shtriga can grapple the target (escape DC 22). Bite (Shtriga or Insect Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the shtriga, incapacitated, or restrained. Hit: 11 (2d6 + 4) piercing damage plus 17 (5d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the shtriga regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn or nosferatu under the shtriga's control. If the DM chooses, they may roll a percentile die. On a 10 or lower, the slain humanoid raises as a vampire. Charm. The shtriga targets one to three humanoids it can see within 30 feet of it. If the target can see the shtriga, the target must succeed on a DC 24 Wisdom saving throw against this magic or be charmed by the shtriga. The target acts as though the shtriga had cast dominate person. The target is friendly to the shtriga, it has disadvantage on the save. Children of the Night (1/Day). The shtriga magically calls 3d6 swarms of bats, insects or rats, provided that the sun isn't up. While outdoors, the shtrigacan call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the shtriga and obeying its spoken commands. The beasts remain for 1 hour, until the shtriga dies, or until the shtriga dismisses them as a bonus action. Read Thoughts. The shtriga magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the shtriga can continue reading its thoughts, as long as it's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the shtrigahas advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. BONUS ACTIONSSpell Slinger (3/Day). The shtriga casts a spell of 6th level or lower from its Spellcasting trait, without expending a spell slot or material components. REACTIONSMystic Fury. In response to being attacked, the shtriga casts a spell of 4th level or lower against the attacker, without expending materials or spell slots. LEGENDARY ACTIONSThe shtriga 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 shtriga regains spent legendary actions at the start of its turn. Teleport. The shtriga magically teleports, along with any equipment it is carrying or wearing, to an unoccupied space within 240 feet. |
Sometimes, a vampire that grows to become both truly ancient and incredibly versed in arcane lore may transform into a shtriga. A shtriga's eyes turn pale grey, blue or green and looking directly into them can cause terrible migraines. It gains great magical powers, such as the ability to read the minds of others, communicate telepathically and transform into an insect. Additionally, a shtriga is surrounded by an aura of such horrifying evil that attempting to use holy power to drive it away will always fail and even extends to shield other undead around it to a lesser degree. Vampiric Witchcraft. Not just any vampire can become a shtriga: while the exact nature is unclear, only those who are versed in the darkest forms of the necromantic arts can rise to the position. A shtriga must use this magic to alter the remnants of its soul to transform itself into a more powerful being, able to transform at will. Shtrigas can hide themselves amongst the mortal beings much easier than any normal vampire, as they can change their shape to an inconspicuous humanoid, usually appearing as an elderly woman. This makes it easier for them to hunt their prey, as they do not have to worry about being noticed, except by those who are hunting them or know the giveaways of a shtriga. A Shtriga's LairA shtriga may have a lair characteristic of a typical vampire, a grand, defensible location, always with easy access to a place of many dead, such as a graveyard, crypt, or an old battlefield. As with other vampires, it sleeps hidden in a coffin in a guarded location surrounded by undead guards and powerful magic. Shtrigas have a particular fondness for locales hidden in forested regions. Lair ActionsOn initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the shtriga can't use the same effect two rounds in a row:
Regional EffectsThe region surrounding a shtriga's lair is warped by the creature's unnatural presence, creating any of the following effects:
If the shtriga is destroyed, these effects end after 2d6 days. |
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