Echidna (5e Creature)

Echidna

Gargantuan monstrosity, lawful evil


Armor Class 19 (natural armor)
Hit Points 840 (35d20 + 105)
Speed 20 ft., swim 40 ft, lunge 60 ft


STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 20 (+5) 20 (+5) 20 (+5) 20 (+5)

Saving Throws wisdom
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, force, lightning, necrotic, poison, thunder, nonmagical, spells
Damage Immunities psychic
Condition Immunities Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Prone, Stunned, Unconcious
Senses passive Perception 20
Languages echidna (this is a telepathic language)
Challenge 26 (90,000 XP)


Fire Breath. An echidna is very warm inside so as to keep her brood of eggs warm. She is able to breathe fire in a 120' cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 20d6 fire damage on a failed save. (Recharge on 6). An echidna's body is not designed to breathe fire like an ancient red dragon's, so even though it breathes more fire, it does so with less intensity and less often.

Gargantuan Weapon Master Feat. An echidna is a gargantuan weapon master and may chose to attack at +4 rather than +9 in order to attempt to do +40 damage. If an echdna knocks a creature down to 0 hit points of less, she may make an additional attack.

Sweeping Attack Maneuver Upon a successful melee attack, an echidna may include two more targets standing to one side or the other of the target. If the die she rolled for the successful melee attack would hit them they also take 4d8 points of damage.

Warlock Patron An echidna may be the patron of a warlock. An echidna's warlock within one mile of the echidna will have an extra +2 spell attack, +2 spell save DC, and +2 spell slots. An echidna's warlock can not do warlock spell damage to their patron.

Aquatic. An echidna may live in either water and air without suffocation. An echidna's swimming speed is twice that of her land movement speed. None-the-less most of her eggs need to be kept above water.

Summon Food This ability summons large sea creatures to the echina's lair for her and her babies to eat. This takes one hour.

ACTIONS

Bite. +9 to hit, reach 15 ft., one target. Hit: X (12d6 + 20) slicing damage.

Gargantuan Melee Weapon. An echidna will generally use a gargantuan great sword, halberd or a maul:

  • Gargantuan Great Sword: +9 to hit, reach 10 ft. Hit: X (8d6 + 20) slashing damage.
  • Gargantuan Halberd: +9 to hit, reach 20 ft. Hit: X (4d10 + 20) slashing damage.
  • Gargantuan Maul: +9 to hit, reach 10 ft. Hit: X (8d6 + 20) bludgeoning damage.

REACTIONS

Riposte Maneuver

LEGENDARY ACTIONS

The Echidna can take 5 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 its turn.

Hatch Monster. There are always 2d4 monsters in her lair ready to hatch. This legendary action causes one of them to break out of its egg and emerge fighting whatever is fighting the echidna.

Great Lunge An echidna is so long that she may use the rest of her body as a counterweight to support moving her head, torso and the front 80 feet of her body in a lunge, lifting it above the fray and smashing down somewhere else in the fray, up to 60 ft distant and making a gargantuan weapon attack. She does not suffer opportunity attacks when she does this, and adds +6d6 to her gargantuan weapon attack. Any creature between the starting place and target place of her lunge must make a Dexterity save or take 2d6 damage be knocked prone. The rest of her body beyond the first 80 ft may be attacked with advantage until her next action. Any eggs in the lunge area are broken. (Recharge on 5 or 6).

Lair Actions

Each turn on initiative 20 (losing ties) an echidna may use one of the following lair actions, different from the one used the previous turn:

Anti-Noise All sound in the echidna's lair is eliminated. This is not just silence, this is anti-sound. Even magically created noises will be muffled. It feels as if all sound has suddenly disappeared from the world forever. Even the echidna's voice is silenced. People who can read lips read at a disadvantage because the speakers are unable to hear their own voice and it affects how they speak. Players may not speak unless telling the dungeon master what their characters do. Note that the echidna language is a telepathic language and is not affected, so she and her babies can still communicate.

  • Any spells that require a verbal component will fail.

Anti-Gravity Small items begin to up and float away, arrows float up out of quivers, liquid flows lazily upward out of cups, hats float off of heads etc. This effect does not affect large items like small, medium or larger creatures, eggs, large rocks etc. Generally this affects things under 2 lbs.

  • Spells with material components require a Dexterity save to work because the material components don't stay put while casting.
  • All mundane ranged attacks are a disadvantage because the arrows and whatnot rise rather than fall in their trajectory. Magic bows or arrows negate this problem for example.

Psychic Tremors Everyone's hands start to have tremors. Swords are harder to wield, bows are harder to fire. It is harder to dodge. This does not affect melee chances because all creatures in the lair are affected, and although the attacks become less assured, so are the defenses.

  • The tremors do however prevent all creatures from making multiple attacks.
  • Spells with a somatic component are impossible to cast properly, and any attempts to cast them will result in serious magical accidents with either a random target affected or simultaneous affects on both the caster and an opponent.
  • All mundane ranged attacks are at disadvantage. Magic bows or arrows negate this problem for example.
  • Only creatures immune to psychic damage (the echidna herself for example) are unaffected by the psychic tremors.

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 at the feet of the echidna, mother of monsters. The echidna is a gargantuan naga-esque monster 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 only. Gargantuan monsters will are birthed as a huge baby monster of that type. Her eggs will be of various sizes depending on the creature being incubated.
  • Echidna babies can understand and speak the telepathic echidna language for 2d4 week after being born. Thereafter they forget it, and are driven from the lair.
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 99% of the 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 under dark, 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.

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 gargantuans listed as '(huge baby)':

2d20MonstertCRACHPSpeedAttackDamageSpecial AttackDCSaveSpecial
2(huge baby) EchidnaM161630030/40s+5 1x4d6+10fire breath 12d620dex
3(huge baby) KrakenM141528020 ft.+9 1x2d6+5Lightning Storm18deximmune to lightning; non-magical attacks, frightened, paralyzed
4(huge baby) TarrasqueM202035035 ft.+10 5x3d8or Swallow 8d6immune to fire, poison, non-magic, charm, fear, paralyzed, poisoned
5(huge baby) RocM81418020/120+9 2x4d6+9and talon grapple16keen sight perception advantage
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' Leap 3d6+4: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 +1d8 poison11conclimb 30 ft, web +4 30 ft restrain
14Death DogM1123940+4 2x1d6+2 bitebite poison 1d10/day12conresist blind, charm, deafen, fear, stun, 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+5advantage perception +3 on sight and smell
24BehirM111716850 ft.+10 1x3d10+620 ft 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' 7d815dexnone
27BasiliskM3155220 ft.+5 1x2d6+3stone gaze12dexattack includes 2d6 poison
28DarkmantleM1112210/30f+5 1x1d6+3engulf med. head grapple13str15 ft radius darkness 1/day, echolocation, disguise
29RoperM5209310/10c+7 1x4d8+44x tendril 50' drag 25'15strdisguise as stalagmite etc.
30CloakerA8147810/40f+6 2x2d6+3 biteand 1d8+3 tail, moan13wis3 duplicates
31DriderM61912330/30c+6 3x1d8+s swordor bite 1d4+2d8 poisonor 3x long bow 1d8+3
32AnkhegM2143930/10b+5 1x3d6+3 bitethen grapple13acid spray 30' line 3d6, DC13 dex save (recharge 6)
33RemorhazM111719530/20b+11 1x6d10+7 bite&3d6 fire & grapple17swallow if grapple med/small 6d6 dmg 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)fear,2)deaf,3)thunder18wisimmune to psychic, nonmagical, can cast spells etc.
40GynosphinxM111713640/60s+8 2x2d8+4 clawsspells16varimmune to psychic, resist nonmagical, teleport 120 ft

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