Benthid (5e Creature)

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Benthid[edit]

Large beast, neutral


Armor Class 12 (natural armour)
Hit Points 97 (15d8 + 30)
Speed 10 ft., swim 60 ft.


STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 10 (0)

Saving Throws Int +6, Wis +5
Skills Deception +3, Perception +5, Stealth +5
Condition Immunities charmed, prone
Senses darkvision 60 ft., passive Perception 14
Languages
Challenge 6 (2,300 XP)


Innate Spellcasting. The Benthid’s innate spellcasting ability is Intelligence (spell save DC 14). The Benthid can innately cast the following spells, requiring no material components: mirror image, counterspell, confusion, hypnotic pattern.

Magic Resistance. The Benthid has advantage on saving throws against spells and other magical effects.

Hold Breath. While out of water, the Benthid can hold its breath for 1 hour.

Underwater Camouflage. The Benthid has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing. The Benthid can breathe only underwater.

ACTIONS

Multiattack. The Benthid makes two tentacle attacks. It can also use Mesmerizing Presence before these attacks.

Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., One target. Hit: 10 (2d6+3) bludgeoning damage. If the target is a creature, it is grappled, escape DC 16. Until this grapple ends, the target is restrained; and the Benthid has eight tentacles, each of which can grapple one target

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., One target. Hit: 23 (3d10+10) piercing damage. If the target is a Large or smaller creature grappled by the Benthid, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Benthid, and it takes 42, 12d6, acid damage at the start of each of the Benthid's turns. If the Benthid takes 50 damage or more on a single turn from a creature inside it, the Benthid must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Benthid. If the Benthid dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone

Psionic Attack. Ranged Attack: +6 to hit, range 90 ft., One target. Hit: 9 (2d8) psychic damage. The Benthid attacks the mind of a creature within range. The target must succeed on an Intelligence saving throw or takes psychic damage

Mesmerizing Presence. The Benthid creates a mesmerizing pattern with its tentacles and bioluminescence. Up to two creatures of its choice make a Wisdom save. On a failure, they are charmed and move 10 ft. in any direction the Benthid chooses. At the start of their turns, the charmed creatures can re-roll the Wisdom save. On a failure, they take 2d8+2 psychic damage.

LEGENDARY ACTIONS

The Benthid can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Benthid regains spent legendary actions at the start of its turn.

Tentacle Attack. The Benthid makes one tentacle attack

Mesmerizing Presence (Cost 2 Actions). The Benthid creates a mesmerizing pattern with its tentacles and bioluminescence. Up to two creatures of it make a Wisdom save. On a failure, they are charmed and move 10 ft. in any direction the Benthid chooses. At the start of their turns, the charmed creatures can re-roll the Wisdom save. On a failure, they take 2d8+2 psychic damage.

Illusory Swarm (Cost 3 Actions). The Benthid creates a swarm of two (per enemy) illusory cuttlefish. Each cuttlefish illusion has 2 hit points. They all have Magic Resistance. A cuttlefish illusion interrupts any spellcaster casting a spell that requires concentration, but will dissipate upon doing so. Whenever attack is made against the Benthid, flip a coin and determine whether or not the attack hits the Benthid or a cuttlefish illusion. Does not effect enemies with truesight. The cuttlefish dissipate at the will of the Benthid or upon its death.

mesmerizing-benthid-rna-457187-art-mtga.png
Artist: Kev Walker


In the depths lies a creature, whose charm is brighter than any gold and deadlier than any poison.

Magically Mutated

Over the course of centuries, the benthid species were formerly average cephalopods, but deep within the waves they became exposed to unknown magical energies that twisted them. They became exponentially more cunning and intelligent as they were able to use illusions and enchantments to ensnare their prey. While content to prey on fish, they do seek out sources of magic - whether it be spellcasters, rifts to the elemental planes, or leylines spreading arcane energy in the depths of the sea. They feed on it, whether they consume it or absorb it.

Benthids are often solitary creatures preferring to traverse the ocean currents alone, but during mating season there will be an entire school of Benthids with a swarm of illusions to protect their young. Benthids are quick to attack sources of magic energy to nurture their young, but otherwise the Benthid will resort to using trickery to evade confrontation. While they made be formidable foes and hunters, they are quick to run when they feel the odds are against them. Over the course of the Benthid's life (10 to 25 years, avg.) it will consume magic until it dies.

Ancient Mesmer

Some Benthids however, might come across a source of never-ending arcane energy and create a lair around it. These ancient Benthids are often hundreds of years old, harnessing energies of arcane power. These lairs are often ancient underwater ruins containing magical energy, caverns exposed to the elemental planes, or shipwrecks that housed magical knowledge. These are sacred places to the Benthids who make it home, often guiding or helping young Benthids in the region and deterring any rivals. On Initiative count 20 (losing Initiative ties), the Ancient Benthid takes a lair action to cause one of the following magical effects:

  1. An Illusory Swarm begins surrounding creatures in the water within 60 ft. of the Benthid, causing them to be disadvantage on saving throws against illusion spells until Initiative count 20 on the next round.
  2. The lair becomes labyrinthine in nature, with only the exit appearing clear. Creatures with truesight are not affected.
  3. A wave of magical energy washes over creatures in the water within 60 ft. of the Benthid. Each creature makes a Wisdom save. On a success, a creature becomes Frightened. On a failure, it becomes paralyzed and taking 10(3d6) pyschic damage.



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