Cuchulainn the Impure (5e Creature)

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Cuchulainn the Impure[edit]

Huge fiend (lucavi), chaotic evil


Armor Class 19 (natural)
Hit Points 348 (24d12+192)
Speed 30 ft.


STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 26 (+8) 17 (+3) 16 (+3) 18 (+4)

Skills History +10, Insight +10, Perception +10, Religion +10
Damage Resistances necrotic; bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities acid, poison
Condition Immunities blinded, deafened, charmed, frightened, paralyzed, petrified, poisoned, sleep
Senses truesight 120 ft.; passive Perception 20
Languages abyssal, celestial, infernal; telepathy 100 ft.
Challenge 23 (50,000 XP)


Legendary Resistance (3/Day). If Cuchulainn fails a saving throw, he can choose to succeed instead.

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

Foul Weapons. Cuchulainn’s weapons are magical. On a hit, they inflict an extra 4d8 poison damage as shown in the entries below.

Siege Monster. Cuchulainn’s attacks deal double damage to objects and structures.

Stench. Any creature that starts its turn within 10 feet of Cuchulainn the Impure must succeed on a DC 20 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to Cuchulainn’s stench for 24 hours.

ACTIONS

Multiattack. Cuchulainn makes two slam attacks.

Slam. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 22(3d10 + 6) bludgeoning damage and 18 (4d8) poison damage.

Effluvial Discharge (Recharge 5-6). Cuchulainn expels a tide of rancid filth in a 60-foot cone. All creatures within that area must make a DC 20 Dexterity saving throw, taking 33 (6d10) acid damage and 33 (6d10) poison damage on a failed save, or half as much on a successful one.

Malaise. Cuchulainn hurls a glob of magical filth to a point he can see within 120 feet of him. All creatures in a 20-foot radius of that point must make a DC 20 Constitution saving throw, taking 17 (3d10) poison damage and 17 (3d10) acid damage on a failed saving throw, or half as much on a successful one.

Miasma (Recharge 5-6). Cuchulainn expels a cloud of toxic vapours that fill an area within a 30-foot radius of him. All creatures within that area must make a DC 20 Constitution saving throw. On a failed save, they take 33 (6d10) poison damage and gain one level of exhaustion. On a successful save, they take half as much damage and are not exhausted.

The levels of exhaustion inflicted by this ability are cumulative.

Pestilence (1/Day). Cuchulainn opens his belly and lets the impurities he has consumed pour forth, poisoning the very air and land. All creatures within 60 feet of Cuchulainn must make a DC 20 Constitution saving throw, taking 77 (14d10) poison damage on a failed save, or half as much damage on a successful one.

The ground in a 60-foot radius of the spot where Cuchulainn used Pestilence becomes saturated with poisonous ichor for 1 day. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 1d10 poison damage for every 5 feet it travels.

LEGENDARY ACTIONS

The Cuchulainn the Impure 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 Cuchulainn the Impure regains spent legendary actions at the start of its turn.

Beatdown. Cuchulainn makes a slam attack.

Malaise (Costs 2 Actions). Cuchulainn uses Malaise.

Festering Fog (Costs 3 Actions). Cuchulainn fills the air in a 30-foot radius of himself with a magical fog that inhibits healing magic. All creatures within that area recover only half as much health from healing spells and effects until the start of Cuchulainn’s next turn.

C%C3%BAchulainn-ffxii-battle.png
Source

Cuchulainn the Impure is a powerful fiend and one of the twelve Lucavi, beings who were created to serve the gods but rose up against them in revolt instead. The gods cast the Lucavi down for their transgressions, twisting their once noble forms into hideous mockeries and binding them to magical glyphs that would limit their once-great power.

Eater of Sin. It is said that the gods created Cuchulainn when they looked out upon their creation and saw that it was filled with impurities, both of the body and of the soul. Cuchulainn, then a handsome and angelic being, would absolve mortals of their transgressions by literally eating their sins and taking the impurities within himself. But the gods had underestimated just how corrupt the races of man had grown, and the sheer amount of sin Cuchulainn devoured began to twist his body and warp his mind. Now he is a being of pestilence and filth, gleefully spreading blight and poison with every step.

Great Unclean One. Cuchulainn is an obese monstrosity whose cyanotic flesh is covered with intricate scars and stretch marks. His limbs are bound within plates of rusted armour, and his eyeless face is set in a permanent ghoulish grin. His skin is covered with an oily film, and his every secretion is toxic. Most disturbingly, he can peel open his belly to spill out its revolting contents in a flood of filth.

Unwilling Servant. Though undeniably powerful, Cuchulainn is not free to do as he pleases. When the Lucavi rose up against the gods and were defeated, the gods bound Cuchulainn to the Scorpio glyph, a powerful sigil that restricts his movements. He can only manifest on the material plane during the month governed by the Scorpio sign, and only in areas of great filth such as sewers or trash heaps. If mortal warriors should encounter and defeat Cuchulainn during this time, they will obtain ownership of the Scorpio glyph and Cuchulainn will have no choice but to serve them for the remainder of the month.



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