Maramorian Irukil (5e Creature)
Maramorian Irukil
Large monstrosity, lawful neutral Armor Class 15 (natural armour)
Saving Throws Dex +6, Wis +8, Cha +9 Desert Camouflage. The maramorian has advantage on Dexterity (Stealth) checks made to hide in sandy terrain. Innate Spellcasting. The maramorian's spellcasting ability is Charisma (spell save DC 17). The maramorian can innately cast the following spells, requiring no material components: At will: create food and water, minor illusion, protection from poison, heat metal Magic Resistance. The maramorian has advantage on saving throws against spells and other magical effects. ACTIONSMultiattack. The maramorian makes two melee attacks or two ranged attacks. Trident. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.
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Some maramorian mystics grow to become much more powerful than their fellows, earning the title of irukil, meaning "teacher" in their own language. Their influence shapes the deserts, and the most outsiders tend to experience of the power of an irukil is a voice booming warnings in their minds, followed by the magical wrath of these masters of the shifting sands. |
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