Great Unclean One (5e Creature)
Great Unclean One
Gargantuan fiend (demon), chaotic evil Armor Class 16 (natural armor)
Saving Throws Str +17, Con +18, Wis +18, Int +16 Legendary Resistance (3/Day). If the daemon fails a saving throw, it can choose to succeed instead. Magic Resistance. The daemon has advantage on saving throws against spells and other magical effects. Bile and Blubber. When a creature hits the daemon with a melee attack, the pus and bile bursts into foul and corrosive fluids. The creature must succeed on a DC 18 Constitution saving throw or take 9 (2d8) acid damage and 4 (1d8) poison damage. Slow and Purposeful. Due to its ungainly and massive form, the daemon always takes the last turn in every round, regardless of its initiative rolls. Putrid Miasma. The ungodly stench from the daemon forms a thick, putrid cloud. The area within 20 feet of the daemon is always under the effect of the stinking cloud spell (spell save DC 26). The daemon is immune to its own stench. ACTIONSBilesword. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 27 (4d6 + 9) slashing damage. The creature must make a DC 20 Constitution saving throw. On a successful save, the creature takes 11 (2d10) poison damage. On a failed save, the creature takes twice as much damage, and is under the effec of the contagion spell (spell save DC 26). This is a magic weapon attack. Poison Breath (Recharge 6). The daemon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw. On a failed save, the creature takes 77 (22d6) poison damage, or half as much damage on a successful one. Noxious Bile (Recharge 5-6). The daemon unleashes a torrent of vomit and bile. Each creature within 15 feet from the daemon must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 38 (11d6) acid damage, or half as much damage on a successful one. REACTIONSGrandfather's Joy. When the daemon scores a critical hit with its bilesword attack, it makes one melee attack with its bilesword. LEGENDARY ACTIONSThe daemon 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 daemon regains spent legendary actions at the start of its turn. Spawn Nurglings. Nurglings burst forth from the daemon through one of its festering wounds or giant boils covering its form, dealing 49 (9d10) piercing damage to the daemon during the process. This damage ignores the daemon's resistance and immunity. The nurglings act on the daemon's turn. |
The immense, bloated Greater Daemons of Nurgle tower above the babbling hordes of Nurgle like corpulent schoolmasters. A Great Unclean One is all but unstoppable on the advance, wading into the enemy through even the fiercest firepower. Whether armed with a rusted plagueblade or swinging a flail of skulls, a Great Unclean One flattens its foes with its fury. |
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