Bulblin Summoner (5e Creature)
From D&D Wiki
Medium humanoid (moblin), neutral evil
Pack Tactics. The bulblin has advantage on an attack roll against a creature if at least one of the bulblin's allies is within 5 feet of the creature and the ally isn't incapacitated. If the bulblin has a mount, the mounted creature does not count as an ally for this trait.
Spellcasting. The bulblin summoner is a 2nd-level spellcaster, and has 8 Magic Points. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The bulblin summoner has the following sage of spirit spells prepared:
Greatclub. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.
Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 1 fire damage.
A rare bulblin is one blessed with the magic of a sage. Although bulblins do not excel at spellcasting, these few are capable of weaving basic magic to aid their companions on the hunt and on the battlefield. A bulblin summoner is so named because in battle role is primarily to summon and aid its allies, usually bulblins and bulblin captains, rather than fight on the frontlines alongside them. Its supernaturally clear senses are often used to locate dangers before its kin, and it can signal allies with either a subtle message spell or a boisterous blast of its horn.
Regardless of the circumstances, a summoner wields the rare capability to empower and even heal its allies. A summoner is often treasured as a sacred commodity, and will serve a special role in any bulblin tribe fortunate enough to have one.
- Moblin, the race to which this creature belongs
- Bulblin, the subrace to which this creature belongs
- Bullbo, a mammalian beast domesticated by bulblins, used both for meals and transport
- Bulblin captain, officers or high-ranking warriors among bulblins who are often second in command to the king