Amalj'aa (5e Creature)

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Amalj'aa[edit]

Medium humanoid (amalj'aa), lawful neutral


Armor Class 13 (natural armor)
Hit Points 19 (3d8 + 6)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 8 (-1) 12 (+1) 8 (-1)

Saving Throws Str +5
Skills Perception +3, Survival +3
Proficiency Bonus +2
Damage Vulnerabilities cold
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 13
Languages Draconic
Challenge 1/4 (50 XP)


Hydrophobia. If the amalj’aa is hit with or submerged in water, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. Regardless of the saving throw’s outcome, it has disadvantage on all ability checks and saving throws for 1 hour.

ACTIONS

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if wielded in two hands.

Haymaker. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target must make a DC 13 Strength saving throw or be pushed up to 10 feet away from the amalj’aa and knocked prone.


The amalj’aa are a race of muscular reptilian humanoids that dwell in arid regions and deserts. Their tribal dwellings squat atop mesas and in the shade of canyons, and are often set up within striking distance of desert trade routes.

Top-heavy Reptiles. The amalj’aa are superficially similar to lizardfolk, but apart from their shared reptilian characteristics the two races are quite different. An amalj’aa’s arms are often longer and more heavily muscled than its legs, and its torso is wide and barrel-chested, giving it a top-heavy appearance. The amalj’aa are also distinguished by the presence of a tail-like organ which grows out of the top of their heads.
The amalj’aa are incredibly strong, as their hulking appearance indicates. A solid punch from an amalj’aa brave can easily knock a knight from his saddle—or worse, knock his horse senseless. They do not rely exclusively on their fists in battle, and make use of spears, shortbows, and other relatively simple weapons.

Desert Raiders. The amalj’aa have a proud warrior culture, and they often raid desert caravans travelling near their territory. Their raids are conducted for the purpose of taking slaves and spoils of war. Weapons are particularly coveted, especially those which the amalj’aa cannot make for themselves due to a lack of resources.
The amalj’aa have adapted to life in the desert, and can easily tolerate the scorching heat of day and the chill of night. They get all their moisture from devouring succulent cacti, and their bodies excel at retaining moisture—so much so, in fact, that dousing them in water is actually dangerous. An amalj’aa splashed with water goes into paralysis and has difficulty moving after the paralysis wears off.

Fire Worshippers. The amalj’aa worship Ifrit, a god of fire and domination. Their shamans believe that Ifrit grants visions through his sacred flames, and many amalj’aa camps will keep their fire pits and signal beacons burning at all hours of the day in honour of their god. Those fortune-tellers whose pyretic divinations lead the tribe toward prosperity often become leaders of amalj’aa communities.
Some splinter groups of the amalj’aa worship the efreeti, believing the genies to be manifestations of Ifrit’s will. There is no actual connection between Ifrit and the efreeti beyond their similar names and shared association with fire, but as these splinter groups will slavishly obey any efreeti they can summon into the material plane, few efreeti care to correct this mistake.

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