Dun Rhashuul (5e Creature)

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Dun Rhashuul[edit]

Medium monstrosity, unaligned

Armor Class 16 (natural armor)
Hit Points 82 (15d8 + 15)
Speed 15 ft., 40 ft. flying

13 (+1) 18 (+4) 12 (+1) 5 (-3) 6 (-2) 6 (-2)

Damage Resistances fire
Senses passive Perception 10
Challenge 4 (1,100 XP)

Blood Hound. The Dun Rhashuul has a +10 to any check made to find any non-construct creature 5 hitpoints below their maximum. This also applies to passive checks.


Multiattack. The Dun Rhashuul makes two attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.

Arc. Ranged Spell Attack: +3 to hit, 60 ft. range, one target. Hit: 14 (7d4) lightning damage. If the target is wearing heavy armor(other than hide), the Dun Rhashuul treats the target's AC as 8.

A stalker of the skies, the Chiroptera Rhashuul, better known as the Dun Rhashuul, is one of the greater predators of the jagged regions of Batheron's Heel, scum of the earth to many others.

Taking some of the better traits from both felines and bats, the dun rhashuul is a six limbed monster. A large, bony structure resembling that of an unfed panther makes up it's legs, minuscule fur covering most of the surface except for the webbing of it's wings, placed slightly above the front legs. The head is that of a bats, stretched backwards over the short neck.

The biology of them aren't particularly interesting, save for one "organ", dubbed the Rhashuul Cherne. It has the innate ability to build up electricity, which the monster releases through it's mouth. The entire system almost appears makeshift to those well versed in the study of animals, specifically telling by the fact the digestive track of the things always seem scorched. The "organ" itself hardly appears biological, half bone, half poorly wrought aluminum. While there are theories they are placed in by outside sources, none have bred them in captivity to find out.

The name Dun Rhashuul itself translates directly from Old Aldthun, the language primarily written in by Aldthar's dominant religious agency, the name meaning "Of Demons", the organ being "Demon's Touch". It is believed this came from the batlike appearance, the channeling of lightning, and the innate ability to detect blood, all qualities heavily associated with demonic entities in religious text.

Moving in small groups, maybe 2-3 at a time, they glide in circles to maintain range while letting loose arcs of lightning. After a target is crippled, they swoop in to claw them to death. While not effective against most prey, it keeps them safe enough from most other hostiles.

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Batheron's Heel (5e Campaign Setting)
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