Tiny ball of necromantic energy (5e Creature)
Tiny ball of necromantic energy
Tiny undead, neutral evil Armor Class 10
Damage Immunities lightning, poison,necrotic Ephemeral. The tiny ball of necromantic energy can't wear or carry anything. Illumination. The tiny ball of necromantic energy sheds dim light in a 5 foot-radius. ACTIONSSuck energy Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2(2d4 -3) necrotic damage If the target is a creature, it must succeed on a DC 9 Dexterity saving throw or the tiny ball of necromantic energy will be stuck to them,when stuck this way the target can make one action to unstuck the ball from their body,while stuck in this way the tiny ball of necromantic energy has advantage on attack rolls against that target.
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Natural Phenomenae. In places with high concentration of necromantic magic,sometimes,with enough time,the magic will coagulate and form a "living" entity,armed with the intelligence of a jellyfish,these balls of energy live by slowly floating towards energy,and trying to absorb it. Short lived. Most of natural balls of necromantic energy die after not being able to find enough energy to sustain themsleves,where they shortly shrink until they are no more. In rare cases,one gets enough energy that it's outer shell of necromantic magic cannot hold it anymore,which results in a small magical explosion. Obedience without will. These orbs,because of their simple composition,are also created by apprentices of necromancy as minions,and by masters,as homing bombs of magic,these orbs have no say in what is happening to them,not having the capacity to understand their one baser will is being overwritten,they follow the commands given to them by necromancer to the letter |
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