Humbaba (5e Creature)
Humbaba
Huge fiend (demon), chaotic evil Armor Class 21 (natural armor)
Saving Throws Str +14, Con +14, Wis +10, Cha +12 Innate Spellcasting. Humbaba’s spellcasting abillity Charisma (spell save DC 22). Humbaba can innately cast the following spells, requiring no material components: At will: augury, detect magic, fear Keen Hearing and Smell. Humbaba has advantage on Wisdom (Perception) checks that rely on hearing or smell. Legendary Resistance (3/Day). If Humbaba fails a saving throw, he can choose to succeed instead. Magic Resistance. Humbaba has advantage on saving throws against spells or other magical effects. Magic Weapons. Humbaba’s weapon attacks are magical. ACTIONSMultiattack. Humbaba makes two claw attacks, one tail attack and one bite attack. Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage. If the target is a Medium or smaller, it must succeed a DC 20 Dexterity saving throw or be swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Humbaba, and it takes 35 (10d6) acid damage at the start of each of Humbaba's turns. Humbaba can have only one target swallowed at a time. Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) slashing damage. Tail. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage. If the target is a creature, it must make a DC 21 Strength saving throw or be knocked prone. LEGENDARY ACTIONSHumbaba 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. Humbaba regains spent legendary actions at the start of his turn. Claw. Humbaba makes one claw attack. |
The Prince of Royal Beasts, the Gluttonous Sloth, Humbaba is a formidable opponent and a near-perfect mixture of gluttony and pride. He is the king of his realm and demands to be treated as such, lazily being leisured by endless demon slaves and servants, food thrust upon him at his whim, and showered by praises and cheers of glory. But if anything in his routine is off or what he wants is denied, gluttony and pride quickly become mixed with wrath. Humbaba's LairHumbaba dwells within the center of the Cedar Forest. His abode is a massive, golden ziggurat, rising 300 feet into the air, pristinely kept by hordes of slaves who wait on him hand and foot. Within this ziggurat are pits of bones and rotten scraps, the remnants of the endless meals Humbaba gorges upon, including slaves he has devoured. The trees of the forest are tall, with a dense, high canopy, and the forest is filled to the brim with beasts on the prowl; herbivores are strangely absent, but predators are overly abundant and often appear starving and crazed. Lair ActionsOn initiative count 20 (losing initiative ties), Humbaba can take a lair action to cause one of the following magical effects; he can’t use the same effect two rounds in a row:
Regional EffectsThe region containing Humbaba’s lair is warped by his magic, creating one or more of the following effects:
If Humbaba dies, these effects fade over the course of 1d10 days. Madness of HumbabaIf a creature goes mad in Humbaba's lair or within line of sight of the demon lord, roll on the Madness of Humbaba table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.
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