Mourngul (5e Creature)
Mourngul
Large undead, chaotic evil Armor Class 16 (natural armor)
Saving Throws Dex +8, Con +8 Carnophage. Whenever the mourngul hits with a melee weapon attack, it regains a number of hit points equal to half the damage dealt by the attack. Ghostly Apparition. Whenever an enemy creature enter a space within 30 feet of the mourngul, it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. The creature may repeat the save at the end of each of its turns. If the creature's saving throw is successful, the effect ends. A creature that successfully save is immune to this ability for the next 24 hours. Hunter of the Dark. The mourngul has advantage on Dexterity saving throws and enemies have disadvantage on all ranged attack rolls made against the mourngul whilst the mourngul is in dim light or darkness. Killing Cold. A creature that starts its turn within 5 feet of the mourngul must succeed on a DC 15 Constitution saving throw or take 7 (2d6) cold damage and be unable to take bonus actions or reactions until the end of its next turn. In addition, the mourngul is not affected by any descriptively cold-based ability, spell or effect. Legendary Resistance (2/Day). If the mourngul fails a saving throw, it can choose to succeed instead. ACTIONSMultiattack. The mourngul makes three claw attacks. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage and 3 (1d6) cold damage. If a 6 is rolled on any of the attack's damage dice, the mourngul may immediately make another claw attack. These additional attacks can generate further attacks.
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A terrifying, inhuman spectre of monstrous size, mournguls are spectral creatures, things of shadows and icy fogs. Despite their size, they can slip unseen through darkness and even in broad daylight seem to waver like an evil mirage until they fasten their long sharp claws around a victims neck. They are a thing neither dead nor alive and are condemned to an eternity of empty hunger and terrible isolation, doomed to haunt the high, chill barrens of the world preying on whatever they happen across, be they travelers, hunters or outcasts. They have entered the legends of man, dwarf and orc alike and in every one, they are a horror to be fled from and avoided; feared and whispered above all other dangers that haunt the world. It is only in the harshest of winters when the snows crash down from mountains and crushing cold grips the lands that mournguls can descend to feast upon towns and villages, an all but unstoppable terror; but no matter hor many they rend and devour, they can never know relief from the madness of the hunger borne within them. |
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