RPG Corner, Homebrew – D&D 5e: The Underdark

RPG Corner

I’ve made a few creatures to be used in the Under Dark for South Reaches. These are creatures that I created for The Fractured Mountains originally. The ones here are the Ankyloslime and the Strange Salamander. These have not been playtested so the listed CR may be incorrect. The links lead to their D&D Beyond page.

Ankyloslime

Ankyloslime are around 5 feet tall and appear to be dripping. Other than that they appear to be small Ankylosauruses. What gave rise to these creatures is unknown, but they can be deadly.

Medium Ooze, unaligned

AC

13 (Natural Armor)

Hit Points

50 (8d10+3)

Speed

30ft.

STR          DEX          CON          INT          WIS          CHA

15(+2)      11(+0)       15(+2)        2(-4)         12(+1)      5(-3)

Senses

Darkvision 60ft., Passive Perception 11

Languages

N/A

Challenge

2(450xp)

Actions

 

Bite Attack

 

Melee Weapon Attack: +5 to hit, one target. Hit: 14 (3d6+3) piercing damage.

Tail Attack

Melee Weapon Attack: +5 to hit, one target. Hit: 14 (2d10+2) bludgeoning damage. If the tail is holding a rock and the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Tail Rock

Ranged Weapon Attack: +2 to hit, reach 10 ft., one target. Hit: 12 (2d10 ) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack cannot be made again until the Ankyloslime finds a suitable rock to be thrown.

Strange Salamander

The Strange Salamanders are seen as the race that the Salamen came from. These creatures are very large versions of the common amphibious salamander but have six legs and a large growth on their tails used to bash opponents. They can be just about any color and have lighter highlights.

Large Elemental, neutral evil

AC

17 (Natural Armor)

Hit Points

174 (17d12+64)

Speed

60ft., burrow 40ft., climb 40ft.

STR          DEX          CON          INT          WIS          CHA

20(+5)      12(+1)       18(+4)       12(+1)      11(+0)       9(-1)

Saving Throws

CON +8, WIS +4

Skills

Perception +4

Damage Immunities

Acid

Senses

Darkvision 60ft., Tremorsense 60ft., Passive Perception 14

Languages

Primordial, Undercommon

Challenge

10 (5,900xp)

Actions

 

Multi Attack

The salamander makes six attacks: four with its claws, one with its tail, and one with its bite.

Claws

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) piercing damage.

Tail

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can’t make tail attacks against other targets.

Bite

Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) piercing damage and 5 (1d10) cold damage.

Acid Breath (recharge 5-6)

The salamander exhales acid in a 60-foot line. Each creature in that area must make a DC 17 Dexterity saving throw, taking 44 (8d10) acid damage on a failed save, or half as much damage on a successful one.

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