Lesion (5e Creature)
Lesion
Medium undead, chaotic evil Armor Class 11 (natural armor)
Saving Throws Wis +1 Adhesion. A creature that touches the lesion or hits it with a melee attack while within 5 feet of it takes 4 (1d8) poison damage and must succeed on a DC 10 Strength throw to retrieve the weapon; it can use an action to remake this save on its turn. Stench. Any creature that starts its turn within 10 feet of the lesion must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the lesion's stench for 24 hours. Undying. The lesion regains 1d6 hit points every 10 minutes, provided it has at least 1 hit point. ACTIONSBite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) piercing damage plus 6 (1d12) poison damage.
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This bizarre monster begins its existence as a spontaneous parasitic teratoma in the innards of a zombie, growing and feeding until large enough to "hatch" and gnaw its way out of its "parent." While it need never touch the ground, a lesion dislikes freely floating and can propel itself only weakly through the air, sometimes finding itself at the mercy of strong winds. Instead, it keeps itself anchored by at least one appendage at a time, swiftly pulling itself along solid surfaces. |
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