Echidna (5e Creature)
Echidna
Gargantuan monstrosity, lawful evil Armor Class 19 (natural armor)
Saving Throws wisdom 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. ACTIONSBite. +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:
REACTIONSRiposte Maneuver LEGENDARY ACTIONSThe 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 ActionsEach 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.
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.
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.
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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.
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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)':
2d20 | Monster | t | CR | AC | HP | Speed | Attack | Damage | Special Attack | DC | Save | Special |
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2 | (huge baby) Echidna | M | 16 | 16 | 300 | 30/40s | +5 1x | 4d6+10 | fire breath 12d6 | 20 | dex | |
3 | (huge baby) Kraken | M | 14 | 15 | 280 | 20 ft. | +9 1x | 2d6+5 | Lightning Storm | 18 | dex | immune to lightning; non-magical attacks, frightened, paralyzed |
4 | (huge baby) Tarrasque | M | 20 | 20 | 350 | 35 ft. | +10 5x | 3d8 | or Swallow 8d6 | immune to fire, poison, non-magic, charm, fear, paralyzed, poisoned | ||
5 | (huge baby) Roc | M | 8 | 14 | 180 | 20/120 | +9 2x | 4d6+9 | and talon grapple | 16 | keen sight perception advantage | |
6 | (huge baby) Purple worm | M | 9 | 18 | 150 | 50/30t | +9 1x | 2d8+9 | and Stinger 17d6 | 19 | con | tunneller speed 30 ft |
7 | Mimic | M | 2 | 12 | 58 | 15 ft. | +5 1x | 1d8+3 | Adhesive | 13 | ??? | immunity to acid, prone |
8 | Doppelganger | M | 3 | 14 | 52 | 30 ft. | +6 2x | 1d6+4 slam | surprise attack 3d6 | reads thoughts, ambusher, shapechanger, immunity to charmed | ||
9 | Otyugh | A | 5 | 14 | 114 | 30 ft. | +6 4x | 1d8+3 bite | Grapple Slam 2d6+3 | 14 | con | limited telepathy (send only) |
10 | Bulette | M | 5 | 17 | 94 | 40 ft. | +7 1x | 4d12+4 | 15' Leap 3d6+4:prone | 16 | d/s | burrow 20 ft |
11 | Rust Monster | M | .5 | 14 | 27 | 40 ft. | +3 1x | 1d8+1 | corrode ferrous item | 11 | dex | iron Scent 30 ft, -1 dmg / hit cumulative |
12 | Hydra | M | 8 | 15 | 172 | 30 ft. | +8 hdx | 1d10+5 | # head reactions | hold breath for one hour | ||
13 | Ettercap | M | 2 | 13 | 44 | 30/30c | +4 2x | 1d8+1 | bite 2d4+2 +1d8 poison | 11 | con | climb 30 ft, web +4 30 ft restrain |
14 | Death Dog | M | 1 | 12 | 39 | 40 | +4 2x | 1d6+2 bite | bite poison 1d10/day | 12 | con | resist blind, charm, deafen, fear, stun, unconscious |
15 | Grell | A | 3 | copyright | Wizards of the Coast | Monster Manual page 172 | ||||||
16 | Displacer Beast | M | 3 | copyright | Wizards of the Coast | Monster Manual page 81 | ||||||
17 | Carrion Crawler | M | 2 | copyright | Wizards of the Coast | Monster Manual page 37 | ||||||
18 | Beholder | A | 13 | copyright | Wizards of the Coast | Monster Manual page 26 | ||||||
19 | Umber Hulk | M | 5 | copyright | Wizards of the Coast | Monster Manual page 292 | ||||||
20 | Yuan-Ti abomination | M | 7 | copyright | Wizards of the Coast | Monster Manual page 308 | ||||||
21 | Manticore | M | 3 | 14 | 68 | 30 ft. | +5 3x | 1d8+3 | tail spikes 100 ft, 1d8+3 | |||
22 | Grick | M | 2 | 14 | 27 | 30/30 | +4 1x | 2d6+2 | if hits, beak attack 1d6+2 | |||
23 | Owlbear | M | 3 | 13 | 59 | 40 ft. | +7 2x | 2d8+5 | and Beak 1d10+5 | advantage perception +3 on sight and smell | ||
24 | Behir | M | 11 | 17 | 168 | 50 ft. | +10 1x | 3d10+6 | 20 ft line, 12d10 | 16 | dex | immune to lightning, and constrict 2d10+6, or swallow 6d6 |
25 | Chuul | A | 4 | 16 | 93 | 30 ft. | +6 2x | 2d6+4 | and poison tentacles | 13 | con | immune to poison, poisoned |
26 | Chimera | M | 5 | 14 | 114 | 30 ft. | +7 3x | 2d6+4 | fire breath 15' 7d8 | 15 | dex | none |
27 | Basilisk | M | 3 | 15 | 52 | 20 ft. | +5 1x | 2d6+3 | stone gaze | 12 | dex | attack includes 2d6 poison |
28 | Darkmantle | M | 1 | 11 | 22 | 10/30f | +5 1x | 1d6+3 | engulf med. head grapple | 13 | str | 15 ft radius darkness 1/day, echolocation, disguise |
29 | Roper | M | 5 | 20 | 93 | 10/10c | +7 1x | 4d8+4 | 4x tendril 50' drag 25' | 15 | str | disguise as stalagmite etc. |
30 | Cloaker | A | 8 | 14 | 78 | 10/40f | +6 2x | 2d6+3 bite | and 1d8+3 tail, moan | 13 | wis | 3 duplicates |
31 | Drider | M | 6 | 19 | 123 | 30/30c | +6 3x | 1d8+s sword | or bite 1d4+2d8 poison | or 3x long bow 1d8+3 | ||
32 | Ankheg | M | 2 | 14 | 39 | 30/10b | +5 1x | 3d6+3 bite | then grapple | 13 | acid spray 30' line 3d6, DC13 dex save (recharge 6) | |
33 | Remorhaz | M | 11 | 17 | 195 | 30/20b | +11 1x | 6d10+7 bite | &3d6 fire & grapple | 17 | swallow if grapple med/small 6d6 dmg per turn, immune to cold, fire | |
34 | Cockatrice | M | .5 | 11 | 27 | 20/40f | +3 1x | 1d4+1 bite | & magic petrified | 11 | con | |
35 | Centaur | M | 2 | 12 | 45 | 50 ft. | +6 2x | 1d10+4,2d6+4 | or long bow 1d8+2 | charge 3d6 pike | ||
36 | Hippogriff | M | 1 | 11 | 19 | 40/60f | +5 2x | 1d10+3 beak | and 1d10+3 claws | keen sight | ||
37 | Griffon | M | 2 | 12 | 59 | 30/80f | +6 2x | 1d8+4 beak | and 2d6+4 claws | keen sight | ||
38 | Aboleth | A | 10 | 17 | 135 | 10/14s | +9 3x | 2d6+5 | underwater disease | 14 | con | probing telepathy, tail 3d6+5, enslave 3/day, 3d6 psychic drain |
39 | Androsphinx | M | 17 | 17 | 199 | 40/60s | +12 2x | 2d10+6 claw | roar 1)fear,2)deaf,3)thunder | 18 | wis | immune to psychic, nonmagical, can cast spells etc. |
40 | Gynosphinx | M | 11 | 17 | 136 | 40/60s | +8 2x | 2d8+4 claws | spells | 16 | var | immune to psychic, resist nonmagical, teleport 120 ft |
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