Saibaman (5e Creature)
Saibaman
Small plant, neutral evil Armor Class 11 (Natural Armor)
Senses darkvision 60 ft., passive Perception 9
ACTIONSUnarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Ki Blast. Ranged Spell Attack: +1 to hit, range 30 ft., one target. Hit: 2 (1d6 - 1) force damage. Acid Blast (Recharge 5-6). Ranged Spell Attack: +4 to hit, range 15 ft., one target. Hit: 5 (1d6 + 2) acid damage. Saibaman Bomb. One creature within 5 ft. of the Saibaman must succeed a DC 14 Dexterity or Constitution saving throw. On a failure, they take 13 (3d6 + 2) fire damage. On a success, they take half as much damage. Creatures the Saibaman is grappling have disadvantage. After using this, the Saibaman dies instantly.
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Humanoid plants that grow in an instant when in contact to fertile ground and water, Saibamen are used as disposable troops by numerous militias and militaries. Despite their unruly nature and limited strength, they are known to unleash their full destructive potential in an instant while under enough pressure, most often fear of being destroyed by their master, detonating their entire body into a devastating blast. Their melon-like heads contain a dangerous acid often used as a one-use surprise attack. |