Diamrem (5e Creature)

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Diamrem[edit]

Medium monstrosity, unaligned


Armor Class 13 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 40 ft., climb 20 ft., swim 40 ft.


STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 14 (+2) 5 (-3) 7 (-2) 3 (-4)

Saving Throws Charisma +2
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 30 ft., passive Perception 8
Languages
Challenge 3 (700 XP)


Fish Juice. Whenever the diamrem takes slashing or piercing damage, all creatures within 5 feet of it must make a DC 12 Constitution saving throw, becoming poisoned on a failed save; a creature can remake this save at the start of its turn, ending the effect on a success. While poisoned this way, creatures are charmed by the diamrem and will use their reaction to intercept melee attacks targeting it if they are within 5 feet of either the diamrem or the creature attacking it; when they do, the attack is made with disadvantage and hits the intercepting creature if it would have hit otherwise but missed due to the disadvantage.

ACTIONS

Multiattack. The diamrem makes one slam attack, and either attack with an argulus or use its Juice Splatter.

Argulus. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The Target becomes poisoned by the diamrem's Fish Juice; additionally, while poisoned this way, the target takes 7 (2d4 + 2) poison at the start of its turn, before making its saving throw.

Juice Splatter. Ranged Weapon Attack: +5 to hit, range 20/40 ft., one target. Hit: The target becomes poisoned by the diamrem's Fish Juice if it is a creature. Each creature in a 10 foot radius, including the target, must make a DC 12 Constitution saving throw, taking 7 (2d4 + 2) poison damage on a failed save, or half as much damage on a success.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 1) bludgeoning damage.


diamrem.png
Art by Jonathan Wojcik

These creatures sometimes emerge from the parasitized brood-hosts of junjo. Far rarer, the diamrem is also much faster, deadlier and more intelligent than its cousins.
Anatomically speaking, a diamrem externally resembles a humanoid torso and arms with a piscine "tail." Internally, it is the "tail" that houses the brain and sensory organs, its fins serving as its eyes and ears. What would be the lower end of a piscean digestive tract, a small pore on one side of the tail, is utilized for the ingestion of minute food particles in nutrient-rich liquid environments, and where a head would be attached to its humanoid portion is only an excretory orifice. The crustacean parasites inhabiting a diamrem's epidermis are extensions of its consciousness, and can transmit its juices directly to the bloodstream of other creatures, inducing the processes of toxic shock along with a psychotropic effect unique to the diamrem's bacterial flora.
Unlike the junjo, a diamrem's decomposition is restricted primarily to several sets of redundant, expendable viscera that steadily regenerate and break down on an endless cycle, filling its body with a putrid concoction of cadaverous fluids it can expel from any orifice or wound; even ejecting the rotting organs themselves in a dire enough situation. Regardless of their prior appetites, those who inhale the putrid fumes this creates are enraptured by the diamrem's odor, interpreting its every expulsion as a beautiful, beckoning call, and will stop at nothing to protect the source of the fragrance from all possible harm.

Variant: Dead Fish

Sometimes diamrem can be created by necromantic magic, or rise from the dead through other means. These diamrem have the undead type, are vulnerable to radiant damage, and replace half of any poison damage they deal with an equal amount of necrotic damage.



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