Tainted Shardling (5e Creature)
Tainted Shardling
Tiny elemental (shardling), chaotic evil Armor Class 14 (natural armour)
Skills Arcana +5, History +5 Innate Spellcasting (Psionics). The shardling's innate spellcasting ability is Intelligence (spell save DC 13, +5 to spell attacks). The shardling can cast the following spells innately, requiring no material components: At will: blur, chill touch, light, mage hand (the hand is invisible), meld into stone, minor illusion, suggestion, tongues Immutable Form. The shardling is immune to any spell or effect that would alter its form. Magic Resistance. The shardling has advantage on saving throws against spells and other magical effects. Sense Thoughts. The shardling senses thoughts within 120 feet of it at will. This trait otherwise works like the detect thoughts spell but isn't itself magical. ACTIONSMultiattack. The shardling makes two attacks: one with its slash and one with its Dark Beam. Slash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Dark Beam. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 13 (3d6 + 3) necrotic damage.
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A shardling with the Tainted Shardling template applied to it. The mellow green of a normal shardling has been replaced by sickening black in those shardlings that have been touched by darkness. They have several new psionic abilities that draw from the power of the negative energy that they can tap into. Elemental Nature. A tainted shardling doesn't require air, food, drink, or sleep. |
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