Piasa (5e Creature)
Piasa
Large monstrosity, lawful evil Armor Class 14 (natural armor)
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks Boreal Camouflage. The piasa has advantage on Dexterity (Stealth) made in wooded terrain. Charge. If the piasa moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. Keen Sight and Smell. the piasa has advantage on Wisdom (Perception) checks that rely on sight or smell. Pounce. If the piasa moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the piasa can make one talon attack against it as a bonus action. Relentless (Recharges after a Short or Long Rest). If the piasa takes 24 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Running Leap. With a 10 feet running start, the piasa can long jump up to 30 feet. Unshakeable. The piasa has advantage on saving throws against being charmed or frightened. ACTIONSMultiattack. The piasa makes three attacks: one with its bite and two with its talons. It may substitute the two talon attacks for one tail attack, but can't use the bite and tail against the same target. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and the target must make a DC 17 Strength saving throw or be knocked prone. Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Instead of dealing damage, the piasa can grapple the target (escape DC 19). Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage and it must succeed a DC 18 Strength saving throw or be knocked prone. Scream (1/Day). The piasa releases a mournful scream. This scream has no effect on constructs or undead. All other creatures within 120 feet of the piasa that can hear it must make a DC 15 Wisdom saving throw. On a failure, a creature is deafened and frightened for 1 minute. On a successful save, the creature is deafened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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A piasa is a close relative to manticores, with a vaguely humanoid head, and a spiked tail. However, piasa has only two that cannot be used as a ranged weapon, a long beard, large elk-like antlers, jutting lower canines, muscular, avian wings, and long, eagle-like talons. Predatory Evil. Piasa are killers of many types of prey, and rulers of great expanses of territory. Once they set up shop, their first act is to make sure the local beasts know there's a new alpha predator. They don't see much value in currency, but love to have power over "lesser" creatures, such as humanoids whom they will often make them pay tribute to the in meat and even servants. If they are feeling particularly high and mighty, they'll demand sacrifices of children from infants to toddlers, whom they raise to praise them as gods. Beastial Tendencies. With nonhumanoids, piasa are far less negotiating. Piasa use their size and intellect to outmaneuver their foes, which include much of the same creatures as manticores. Though of all the creatures in the world piasas hate, it's their cousins they hate the most. Manticores are never tolerated and are quickly dealt with. Piasa are a fair challenge to a pack of manticores, but if the pack is large enough a single piasa will struggle. But they're not always alone. |
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