Maramorian Mystic (5e Creature)
Maramorian Mystic
Large monstrosity, lawful neutral Armor Class 14 (natural armour)
Skills Perception +6, Persuasion +6, Stealth +7 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 14). The maramorian can innately cast the following spells, requiring no material components: At will: minor illusion, protection from poison ACTIONSMultiattack. The maramorian makes two melee attacks or two ranged attacks. Trident. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack.
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Some maramorians develop innate spellcasting abilities tied to compulsion, illusion, fire, and wind. Such maramorians are given tridents and the title of mystic, and they serve as spiritual leaders, leading a tribe with wisdom and tact and settling disputes. They also gain telepathic abilities that allow them to more easily communicate with outsiders, and wings that allow them to cross the desert unhindered. |
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