Fimir Warrior (5e Creature)
Fimir Warrior
Medium humanoid (fimir), lawful evil Armor Class 16 (natural armor, shield)
Skills Perception +4, Stealth +4, Survival +4 Cold Blooded. The fimir has advantage on saving throws against being charmed or frightened. Hold Breath. The fimir can hold its breath for 15 minutes. ACTIONSMultiattack. The fimir makes two melee weapons attacks, one with its heavy mace and one with its tail or bite. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Heavy Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
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Fimir are a diabolical, grotesque and degenerate offshoot of the lizardfolk. They are cyclopean amphibious reptilian humanoids that haunt bogs, fens, lagoons and desolate moorlands throughout the world. Their strongholds take the form of forbidding, craggy piles of rock, crudely built in the semblance of the mansions of more civilised races. Such dwellings are seldom seen by outsiders, for they are usually wreathed in thick mist, a miasma which is magically generated by the fimir to shield their fortresses from prying eyes, and themselves from the harsh glare of the sun. They have a fierce rivalry with their former lizardfolk kin and they don't get along very well with bullywugs either, as the fimir often capture bullywugs to use as slaves and as meat shields during battles. |
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