Dalasmir (5e Creature)

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Large monstrosity, neutral evil

Armor Class 14 (natural armour)
Hit Points 85 (10d10 + 30)
Speed 10 ft., burrow 30 ft., fly 30 ft. (hover)

16 (+3) 17 (+3) 16 (+3) 10 (+0) 16 (+3) 15 (+2)

Skills Perception +6, Stealth +9
Proficiency Bonus +3
Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Common, Dalasmir, Undercommon
Challenge 8 (3,900 XP)

Brave. The dalasmir has advantage on saving throws against being frightened.

Spike Regrowth. The dalasmir has thirty spikes. Used spikes regrow when the dalasmir finishes a long rest.

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


Multiattack. The dalasmir makes three attacks: one with its bite and two with its claws or three with its spikes.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage and 4 (1d8) fire damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 16 Constitution saving throw or be infected with a disease—a minuscule dalasmir egg. A humanoid host can carry only one dalasmir egg to term at a time. Over one week, the egg moves to the chest cavity, gestates, and forms a dalasmir spawn. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the dalasmir spawn chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process. If the disease is cured before the dalasmir's emergence, the unborn dalasmir is disintegrated.

Spike. Melee or Ranged Weapon Attack: +6 to hit, reach 10 ft. or range 100/200 ft., one target. Hit: 9 (1d12 + 3) piercing damage and the target must succeed on a DC 16 Constitution saving throw or take 7 (2d6) poison damage and be poisoned for 1 minute. A creature poisoned in this way has its speed halved. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.

Fire Breath (Recharge 6). The dalasmir exhales fire in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Dalasmiri are dreadful creatures that reproduce by injecting humanoids with tiny eggs that slowly eat them from the inside out, and they are virtually fearless. A dalasmir has a thick carapace, a set of long claws that it uses to inject its eggs, and impressive fangs that burn with fire when it bites prey, or when it shoots gouts of flame, but they also have vicious spikes that they can launch at targets. Despite their heavy carapaces, the dalasmiri have a mystifying ability to float above the ground, though most that encounter them think little of their wondrous abilities, and more of fleeing. Their spikes contain a potent toxin that causes fatigue in victims, slowing them down or knocking them unconscious so that the dalasmir can inject one of its eggs into the unfortunate victim with minimal resistance. The dalasmir's greatest weakness is sunlight, as it hates it, and if it is exposed to direct sunlight, it will often attempt to flee, or burrow underground to escape its rays. An area frequented by dalasmiri will often have an intricate network of tunnels that they use to hide during the day. These tunnels can stretch for miles below the surface, and they often cross into the Underdark, so tunnels are often very dangerous, though many Underdark horrors are deterred by the dalasmiri.

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