Skelmir (5e Creature)
titanic aberration, chaotic evil Armor Class 35 (natural armor)
Saving Throws Strength (+20), Dexterity (+20), Constitution (+20), Intelligence (+20), Wisdom (+20), Charisma (+20) Lord of Malice. Whenever a creature comes within one mile of Skelmir and every 10 minutes they remain within a mile of Skelmir, the creature must succeed on a DC 30 Wisdom saving throw or become frightened of Skelmir, and if the creature can see Skelmir’s malevolent eyes, the creature must succeed on a DC 20 Wisdom saving throw or be paralyzed for 10 minutes. ACTIONSMultiattack. Skelmir can attack 10 times per turn. Reaping Claws. Melee Weapon Attack: automatic hit, reach 60 ft., one target. Hit: 760 (100d10 + 500)slashing damage + 760 (100d10 + 500) necrotic damage. LEGENDARY ACTIONSThe Skelmir can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Skelmir regains spent legendary actions at the start of its turn. |
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