Dark Omen Summon (5e Creature)

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Dark Omen Summon[edit]

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As relentless as their creators.
By [1]

Medium undead, your alignment


Armor Class 10 + your Charisma modifier (natural armor)
Hit Points 5 + 5 times your level in the dark omen class
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 10 (+0) 13 (+1) 12 (+1)

Proficiency Bonus equals your bonus
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages understands the languages you speak


Undead Fortitude. If damage reduces the summon to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant damage or from a critical hit. On a success, the summon drops to 1 hit point instead.

Extension of Will. The summon can't attune to items and can't wear any armor other than its natural, magical one.

ACTIONS

Melee Strike. Melee Weapon Attack: + your Charisma modifier + your proficiency bonus to hit, reach 5 ft., one target. Hit: 1d8 + your proficiency bonus slashing damage.

Ranged Strike. Ranged Weapon Attack: + your Charisma modifier + your proficiency bonus to hit, 80/320 ft., one target. Hit: 1d6 + your proficiency bonus piercing damage.

Shield. The summon magically conjures a spectral shield, granting itself a +2 bonus to its AC. The summon can dismiss the shield as a bonus action.

REACTIONS

Shield Block. The summon grants an ally it can see within 5 feet of it a +2 bonus to its AC against one weapon attack that would hit the ally. To do so, the summon must see the attacker and have its shield conjured.

Summoned by the dark omens that focus on necromancy, these creatures have only one goal in mind—to serve. Not feeling any pain, never tiring they march on to fulfil the bidding of their masters.

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