Afilate Abomination (5e Creature)
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Medium aberration, unaligned
Armor Class 22 (natural armor)
Saving Throws Con +7, Wis +6
Antimagic Weapons. The afilate's weapon attacks are magical, and ignore AC bonuses from spells such as mage armor or shield.
Magical Absorption. The afilate has advantage on saving throws against spells and other magical effects. If the afilate sickened succeeds on a saving throw against a spell or a spell attack misses it, it regains hit points equal to 10 (3d6) plus the spell's level (the level of a cantrip is 0).
Pack Tactics. The afilate has advantage on an attack roll against a creature if at least one of the afilate's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sense Magic. The afilate senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.
Multiattack. The afilate abomination makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target has spell slots, the afilate regains hit points equal to twice the level of the highest level spell slot available to the target and the target must succeed on a DC 14 Wisdom saving throw or be unable to cast any spells of 1st level or higher until the start of its next turn.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Tentacles (Only when the true mouth is open). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 14 Wisdom saving throw or be stunned until this grapple ends. The afilate may only grapple one creature at a time.
Consume (Only when the true mouth is open). The afilate makes one attack with its tentacles against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the afilate, and it takes 9 (2d8) psychic damage at the start of each of the afilate's turns. An afilate can have only one creature swallowed at a time.
Ear-piercing Shriek (Recharge 5-6). The afilate emits an ear-piercing shriek in a 60-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 15 Constitution saving throw or take 18 (4d8) thunder damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Afilates and afilate sickened automatically succeed on the saving throw.
Nimble Escape. The afilate takes the Disengage or Hide action.
Afilate abominations are the result of creatures who have succumbed to afilate sickness. All of the victim's facial features recede into its head except for its mouth, which will grow multiple rows of sharp teeth. Fingers will grow into sharp claws and your skin will harden into a grey steel exoskeleton, with the only exposed flesh being present between the joints. Along with that, the victim will grow a tail, multiple horns will grow all over its head and small fleshy tendrils will push between the openings in its exoskeleton all along its back. The victim is then overtaken with primal instincts and the need to sate an endless hunger. After transforming, the victim's original form may be restored by a wish spell or similar effect.
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