Armonto (5e Creature)

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Large aberration, neutral evil

Armor Class 13 (natural armour)
Hit Points 51 (6d10 + 18)
Speed 25 ft., burrow 25 ft.

17 (+3) 9 (-1) 17 (+3) 9 (-1) 12 (+1) 12 (+1)

Saving Throws Dex +1
Skills Perception +3
Damage Resistances necrotic
Senses darkvision 120 ft., passive Perception 13
Challenge 1/2 (100 XP)

Blood Frenzy. The armonto has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Innate Spellcasting. The armonto's innate spellcasting ability is Charisma (spell save DC 11). The armonto can cast the following spells innately, requiring no material components:

At will: dancing lights, light, minor illusion
1/day: fog cloud

Sunlight Sensitivity While in sunlight, the armonto has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A creature poisoned in this way is also deafened.

Armontos are otherworldly predators that prowl the depths of the Underdark in small groups, preying on anything weaker than themselves. Their sturdy carapaces and sharp claws make them the bane of traders, especially if they find their way up to the surface, but because they hate sunlight, they hunt when the moon hangs in the sky. Their claws run with a special poison that fills their victims' ears with an intense throbbing that leaves them unable to hear anything else, and their stony fangs have caused the demise of many an unlucky explorer or adventurer.

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