Delver (5e Creature)

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Small monstrosity, chaotic neutral

Armor Class 13
Hit Points 44 (8d6 + 16)
Speed 30 ft., burrow 20 ft., swim 20 ft.

11 (+0) 17 (+3) 15 (+2) 9 (-1) 15 (+2) 9 (-1)

Skills Perception +4, Stealth +5
Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 14
Languages Undercommon
Challenge 1 (200 XP)

Chameleon Skin. The delver has advantage on Dexterity (Stealth) checks made to hide.

Hold Breath. The delver can hold its breath for 30 minutes.

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


Multiattack. The delver makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, plus 3 (1d6) poison damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Delvers are creatures that live underground, usually close to the surface, as they emerge nightly to feed on insects and plants, sleeping during the day. They are called delvers because they tend to inhabit caves with high concentrations of iron ore, though nobody knows why. They also like to live near large bodies of water. They resemble lizards, though they stand on their hind legs and have a venomous bite.

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