Murloc Murk-Mage (5e Creature)
Murloc Murk-Mage
Small humanoid (murloc), chaotic neutral Armor Class 13 (natural armour)
Saving Throws Dex +4, Int +4 Amphibious. The murloc can breathe air and water. Magic Resistance. The murloc has advantage on saving throws against spells and other magical effects. Pack Tactics. The murloc has advantage on attack rolls against a creature if at least one of the murloc's allies is within 5 feet of the creature and the ally isn't incapacitated. Spellcasting. The murloc is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The murloc can cast the following wizard spells prepared: Cantrips (at will): fire bolt, light, poison spray ACTIONSBite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw or take 5 (2d4) poison damage. Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
|
The murloc is a bipedal, amphibious, semi-intelligent, aggressive race residing along coastlines, lakeshores, and riverbeds. Murlocs possess bulbous bodies, large mouths lined with rows of sharp fangs, and slime-coated skin. Individuals range in coloration from turquoise to darkish grey, while their heights vary from 3-1/2 feet to 6 feet. Depending on the variety, murlocs may lean towards a closer resemblance to frogs or to fish; the iconic green murloc, for example, has coloration similar to the red-eyed tree frog. Yet some rise, sneaking around the forest and marshes as they steal books and scrolls from passing travelers, many of these murlocs slowly become attuned, slowly but surely to the arcane. Many of their tribe fear these individuals, some kneel to praise it. Travelers have seen rare occasions, but the nickname spread quickly. |
Back to Main Page → 5e Homebrew → 5e Creatures