Dread Dalasmir (5e Creature)
From D&D Wiki
Huge monstrosity, neutral evil
Armor Class 16 (natural armour)
Skills Perception +16, Stealth +17
Spike Regrowth. The dalasmir has fifty 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 can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws or three with its spikes. When its fire breath is available, it can use the breath in place of its bite.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage and 9 (2d8) fire damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. If the target is a humanoid, it must succeed on a DC 21 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: +11 to hit, reach 10 ft. or range 100/200 ft., one target. Hit: 16 (2d10 + 5) piercing damage and the target must succeed on a DC 21 Constitution saving throw or take 14 (4d6) 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 60-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.
Frightful Presence. Each creature of the dalasmir's choice that is within 120 feet of the dalasmir and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dalasmir's Frightful Presence for the next 24 hours.
The dalasmir can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dalasmir regains spent legendary actions at the start of its turn.
Move. The dalasmir moves up to half its speed.
The dread dalasmiri are exceedingly rare among their kind, fortunately, for they are massive and vicious beasts. They tear their prey apart with dreadful claws and ferocious spikes, loaded with powerful toxins that cause extreme lethargy, if not almost instantaneous unconsciousness. Their fangs roar with deadly fire, and their breath burns with ferocious flames. They are the result of several years of growth by an adult dalasmir, involving a foul ritual in which the dalasmir devours another before entering a cocoon the size of a house. After a month within this cocoon, they emerge as vicious monsters, more than capable of crushing their enemies in mere moments, and leaders among hordes of slavering dalasmiri.
Back to Main Page → 5e Homebrew → Creatures