Rubbery Man (5e Creature)
Rubbery Man
Medium aberration, any neutral Armor Class 12 (natural armor)
Damage Resistances poison Amphibious. The rubbery man can breathe air and water. Healing Slime. When a creature touches the rubbery man, the rubbery man can, as a bonus action, choose to heal it for 2 (1d4) hit points. The creature must succeed on a DC 10 Constitution saving throw or have its Charisma score reduced by 1. Innate Spellcasting. The rubbery man's innate spellcasting ability is Intelligence (spell save DC 10). The rubbery man can innately cast the following spells, requiring no material components: 1/day: true polymorph Shapeling Arts. When the rubbery man casts true polymorph, it can change a creature into a form with a challenge rating 1 level higher by expending 5,000 gp worth of additional material components in the form of deep amber, amber which has passed hands or been circulated many times. ACTIONSTentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 11) and restrained until the grapple ends. The rubbery man has two tentacles, each of which can grapple one target.
|
Vaguely human-like with heads that resemble squid, a little, rubbery men are strange beings that cannot speak languages created by people with voice boxes, or lungs, but are intelligent and generally seem sad, anxious and very polite. They trade deep amber for the tiny blind fish that they eat, and for human music; they are also quite willing to trade for their amber back. But they are terribly menacing. Faces like squid! |
Back to Main Page → 5e Homebrew → 5e Creatures