Barnaclops (5e Creature)
Barnaclops
Large monstrosity, unaligned Armor Class 18 (natural armor)
Saving Throws Wisdom +5 Amphibious. The barnaclops can breathe air and water. Barnacle Armor. A creature that touches the barnaclops or hits it with a melee attack while within 5 feet of it takes 5 (2d4 + 1) slashing damage. Additionally, it must succeed on a DC 15 Constitution save or take 5 (1d8 + 1) poison damage. It remakes this save at the start of each of its turns, taking 5 (1d8 + 1) poison damage on a failure and ending this effect on a success. A creature also affected by the barnaclops' club attack only makes one Constitution save, but takes twice as much damage if it fails. Cirriphobic Gaze. If a creature starts its turn within 60 feet of the barnaclops and the two of them can see each other, the barnaclops can force the creature to make a DC 17 Wisdom saving throw if the barnaclops isn't incapacitated. On a failed save, the creature is frightened. It must repeat the saving throw at the end of its next turn if it can still see the barnaclops. On a success, the effect ends. ACTIONSClub. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 34 (9d6 + 3) bludgeoning damage, and the target must succeed on a DC 15 Constitution save or take 5 (1d8 + 1) poison damage. It remakes this save at the start of each of its turns, taking 5 (1d8 + 1) poison damage on a failure and ending this effect on a success.
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These massive, animated mounds of barnacles consist of several thousand Cirripedia varying in size, shape and function. Most are feeding members, employing their spiny legs to sweep organic matter into their mouths and nourish the whole organism. An oversized "hatchet" barnacle serves as a heavier melee weapon, while a hypnotic "ocular" barnacle provides additional cognitive functions and an unusual defensive mechanism. |
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