Maramorian Irukil (5e Creature)

Maramorian Irukil

Large monstrosity, lawful neutral


Armor Class 15 (natural armour)
Hit Points 152 (16d10 + 64)
Speed 30 ft., fly 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 19 (+4) 20 (+5) 18 (+4) 21 (+5)

Saving Throws Dex +6, Wis +8, Cha +9
Skills History +13, Perception +8, Persuasion +9, Stealth +10
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 18
Languages Common, Ignan, Maramorian, telepathy 120 ft.
Challenge 10 (5,900 XP)


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
3/day each: charm person, command, detect magic, fireball, gust of wind, invisibility, suggestion
2/day each: flesh to stone, wall of stone
1/day each: compulsion, dominate monster, giant insect, mass suggestion, mirror image, wall of fire

Magic Resistance. The maramorian has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. 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.


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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gollark: The tic-tac-toe AI is slightly optimized minimax and it's only able to search up to depth 4 without horrible performance issues.
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