Dalasmir Spawn (5e Creature)
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Tiny monstrosity, neutral evil
Armor Class 13 (natural armour)
Skills Perception +3, Stealth +6
Brave. The dalasmir has advantage on saving throws against being frightened.
Spike Regrowth. The dalasmir has sixteen 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.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage and 4 (1d8) fire damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Spike. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 100/200 ft., one target. Hit: 6 (1d8 + 2) piercing damage and the target must succeed on a DC 14 Constitution saving throw or take 4 (1d8) 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.
Shortly after emerging from its host, a dalasmir spawn is comparatively weak, lacking many of the noticeable attributes of elder dalasmir, most notably the flaming breath and feared injecting claws. They don't fight unless they have to, preferring to hide underground or around more threatening dalasmir. If they are defeated with no hope of escape, they will do almost anything to preserve their lives, usually by threatening to call for more powerful dalasmiri. If this fails, they usually beg and plead or offer their attackers some kind of service in exchange for letting it go free. After three weeks of eating and growing, a dalasmir spawn enters a cocoon-like state and emerges a week later as a young dalasmir.
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