Mulrak (5e Creature)

Mulrak

Medium humanoid (mulrak), neutral evil


Armor Class 11 (natural armour)
Hit Points 32 (5d8 + 10)
Speed 20 ft.


STR DEX CON INT WIS CHA
15 (+2) 9 (-1) 15 (+2) 6 (-2) 9 (-1) 6 (-2)

Skills Perception +3, Stealth +3
Condition Immunities blinded
Senses blindsight 60 ft. (blind beyond this radius), tremorsense 30 ft., passive Perception 13
Languages Terran
Challenge 1/2 (100 XP)


Keen Hearing and Smell. The mulrak has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Metal Sense. The mulrak can pinpoint, by scent, the location of metal within 60 feet of it.

Stone Camouflage. The mulrak has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

ACTIONS

Multiattack. The mulrak makes two attacks with its claws.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.


Mulraks are creatures from the Elemental Plane of Earth, and sworn enemies of all creatures from the Elemental Plane of Air, especially djinn. A mulrak is a sluggish and lazy brute with tough, stony skin and a single milky-white eye, though it can't see, and relies on its keen senses of hearing and smell. Mulraks are easily tricked or fooled, but they never fall for visual illusions.

Metal Haters. Mulraks are capable of detecting metal from great distances away, even through solid stone. Mulraks are also known for their hatred of metal, as they believe that wearing, carrying, or even touching metal brings bad luck. They also believe that the touch of a gemstone dispels this bad luck, so most mulraks carry gems at all times.
Some creatures enslave mulraks for their extraordinary proficiency at detecting metal, and they are easily cowed by their fear of the bad luck metal brings.

Venomous Blood. Powerful poison can be distilled from mulrak blood, though mulraks themselves are loath to use it. The poison has almost identical effects to the poison typically used by drow raiders, though mulraks are naturally immune to its effects. Some sages believe that mulraks are slow because this poison in their blood slows their reactions.


Back to Main Page 5e Homebrew 5e Creatures

gollark: UTILIZE THE GREKE.
gollark: You must utilize the G R E K E.
gollark: > 2pi and tau are the same number of glyphs to write2π is longer than τ.
gollark: > what could be done is introducing tau but not replace pi by tauIndeed.
gollark: There are good arguments either way, apio.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.