Echidna (5e Creature)

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Echidna[edit]

Gargantuan monstrosity, lawful evil


Armor Class 19 (natural armor)
Hit Points 577 (35d20 + 210)
Speed 40 ft., swim 40 ft.


STR DEX CON INT WIS CHA
24 (+7) 15 (+2) 22 (+6) 17 (+3) 23 (+6) 19 (+4)

Saving Throws Wis +14
Skills Perception +14
Proficiency Bonus +8
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, force, lightning, necrotic, poison, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities psychic
Condition Immunities charmed, deafened, frightened, paralyzed, petrified, poisoned, prone, stunned, unconscious
Senses darkvision 120 ft., passive Perception 24
Languages Common, Deep Speech, telepathy 120 ft.
Challenge 26 (90,000 XP)


Amphibious. The echidna can breathe air and water.

Gargantuan Weapon Master. Before the echidna makes a melee weapon attack, she may choose to take a -5 penalty to her attack roll. If the attack hits, she adds +10 to the attack's damage and if this attack reduces a creature to 0 hit points, the echidna may make one additional attack with the same weapon as a bonus action.

Limited Magic Immunity. The echidna can't be affected or detected by spells of 6th level or lower unless she wishes to be. She has advantage on saving throws against all other spells and magical effects.

Sweeping Attack Maneuver. When the echidna hits a creature with a melee weapon attack, she may choose up to two additional creatures within 5 feet of the original target. If the result of her attack would hit an additional target, it takes 18 (4d8) damage of the same type of the weapon used.

ACTIONS

Multiattack. The echidna makes four attacks, only one of which may be with her snake hair.

Snake Hair. Melee Weapon Attack: +15 to hit, reach 15 ft. one target. Hit: 28 (6d6 + 7) piercing damage.

Greatsword. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 35 (8d6 + 7) slashing damage.

Halberd. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 29 (4d10 + 7) slashing damage.

Maul. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 35 (8d6 + 7) bludgeoning damage.

Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 25 (4d8 + 2) piercing damage.

Fire Breath (Recharge 6). The echidna releases a massive burst of flame in a 120-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one.

REACTIONS

Snake Hair Riposte. When a creature within 5 feet of the echidna hits her with a melee attack, she may make one snake hair attack against the target.

LEGENDARY ACTIONS

The echidna 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 echidna regains spent legendary actions at the start of her turn.

Move. The echidna moves up to her speed without provoking opportunity attacks.
Attack (Costs 2 Actions). The echidna makes one melee weapon attack.

5.jpg
Echidna, by Raven Mimura

An echidna is a very very long naga-like creature. An echidna has the gargantuan head and upper torso and arms of a human female. Her body is that of a great serpent hundreds of feet long. An echidna is always female.

Monster Babies. Ever wonder why there are so many monstrosities and aberrations in the world, even though high-level characters keep killing them off? Well, the credit can be laid from within the coils of the echidna, mother of monsters. The echidna is a gargantuan monster similar to a naga that lays giant eggs, birthing other monsters. An echidna can give birth to the monsters on the table below. Echidnas exclusively give birth to aberrations and monstrosities. The eggs must be kept in water. Gargantuan monsters are birthed as a Huge baby monster of that type. Her eggs will be of various sizes depending on the creature being incubated.
An echidna's offspring will remain in her lair for 2d4 weeks after being born. Thereafter they are driven from the lair to make their own way in the world.

An Echidna's Lair

An echidna is generally to be found with her long serpentine body coiled in and out around dozens of eggs, to keep them warm. A full grown echidna spends the majority of her time in her lair which is generally a rocky cavern near the edge of an ocean, huge lake, or inland sea. Her lair always has some sort of access to the water and some sort of access to the Underdark, some sort of access to the air, and some sort of access to the overland outdoors. Each of these accesses is large enough for a Huge creature to traverse, although there may be numerous guardian allies to resist entry. Her babies round up food for her so that she almost never has to leave her lair. Echidnas will never leave their lair, even if they are on the losing side of a battle. They would prefer to die there and will not retreat. Echidnas do not care about treasure. Most treasure to be found in an echidna's lair will be that left over from slaughtered adventuring parties, which she ignores.

Lair Actions

On initiative count 20 (losing initiative ties), the echidna takes a lair action to cause one of the following effects; the echidna can't use the same effect two rounds in a row:

  • Five (2d4) eggs in the echidna's lair hatch (see the Monster Babies table below). The monsters birthed may enter combat on the round they hatch.
  • Magical silence spreads from a point the echidna chooses within 60 feet of her, filling a 30-foot-radius sphere until the echidna dismisses it as an action, uses this lair action again, or dies. The area is completely silent, as if under the effects of a silence spell.
  • A flash of psychic energy originates at a point the echidna can see within 120 feet of her. Each creature within a 20-foot radius centered on that point must make a DC 15 Intelligence saving throw or have disadvantage on each weapon attack roll it makes until the end of its next turn.


Monster Babies[edit]

When encountered, the echidna will be found in the presence of 3d6 of her monstrosity/aberration babies. Unless otherwise specified, her babies will be full grown monsters. For the dungeon master's convenience the table below contains simplified versions of each baby. You may certainly use the full articles found in the Monster Manual except for the baby Gargantuan creatures, which are listed as '(Huge baby)':

2d20 Monster t CR AC HP Speed Attack Damage Special Attack DC Save Special
2 (Huge baby) Echidna M 16 16 300 30/40s +5 1x 4d6 + 5 fire breath 12d6 20 Dex
3 (Huge baby) Kraken M 14 15 280 20 ft. +9 1x 2d6 + 5 Lightning Storm 18 Dex immune to lightning; bludgeoning, piercing, and slashing from nonmagical attacks, frightened, paralyzed
4 (Huge baby) Tarrasque M 20 20 350 35 ft. +10 5x 3d8 or Swallow 8d6 immune to fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks, charmed, frightened, paralyzed, poisoned
5 (Huge baby) Roc M 8 14 180 20/120 +9 2x 4d6 + 9 and talon grapple 16 Keen Sight
6 (Huge baby) Purple worm M 9 18 150 50/30t +9 1x 2d8 + 9 and Stinger 17d6 19 Con tunneller speed 30 ft.
7 Mimic M 2 12 58 15 ft. +5 1x 1d8 + 3 Adhesive 13 ??? immunity to acid, prone
8 Doppelganger M 3 14 52 30 ft. +6 2x 1d6 + 4 slam surprise attack 3d6 reads thoughts, ambusher, shapechanger, immunity to charmed
9 Otyugh A 5 14 114 30 ft. +6 4x 1d8 + 3 bite Grapple Slam 2d6 + 3 14 Con limited telepathy (send only)
10 Bulette M 5 17 94 40 ft. +7 1x 4d12 + 4 15-foot Leap 3d6 + prone 16 d/s burrow 20 ft.
11 Rust monster M .5 14 27 40 ft. +3 1x 1d8 + 1 corrode ferrous item 11 Dex Iron Scent 30 ft., -1 dmg / hit cumulative
12 Hydra M 8 15 172 30 ft. +8 hdx 1d10 + 5 # head reactions hold breath for one hour
13 Ettercap M 2 13 44 30/30c +4 2x 1d8 + 1 bite 2d4 + 2 and 1d8 poison 11 Con climb 30 ft, web +4 30 ft. restrain
14 Death dog M 1 12 39 40 +4 2x 1d6+2 bite bite poison 1d10/day 12 Con Advantage against blinded, charmed, deafened, frightened, stunned, unconscious
15 Grell A 3 copyright Wizards of the Coast Monster Manual page 172
16 Displacer beast M 3 copyright Wizards of the Coast Monster Manual page 81
17 Carrion crawler M 2 copyright Wizards of the Coast Monster Manual page 37
18 Beholder A 13 copyright Wizards of the Coast Monster Manual page 26
19 Umber hulk M 5 copyright Wizards of the Coast Monster Manual page 292
20 Yuan-ti abomination M 7 copyright Wizards of the Coast Monster Manual page 308
21 Manticore M 3 14 68 30 ft. +5 3x 1d8 + 3 tail spikes 100 ft., 1d8 + 3
22 Grick M 2 14 27 30/30 +4 1x 2d6 + 2 if hits, beak attack 1d6 + 2
23 Owlbear M 3 13 59 40 ft. +7 2x 2d8 + 5 and Beak 1d10 + 5 Keen Sight and Smell
24 Behir M 11 17 168 50 ft. +10 1x 3d10 + 6 20-foot line, 12d10 16 Dex immune to lightning, and constrict 2d10 + 6, or swallow 6d6
25 Chuul A 4 16 93 30 ft. +6 2x 2d6 + 4 and poison tentacles 13 Con immune to poison, poisoned
26 Chimera M 5 14 114 30 ft. +7 3x 2d6 + 4 fire breath 15-foot cone 7d8 15 Dex none
27 Basilisk M 3 15 52 20 ft. +5 1x 2d6 + 3 stone gaze 12 Dex attack includes 2d6 poison
28 Darkmantle M 1 11 22 10/30f +5 1x 1d6 + 3 engulf Medium head grapple 13 Str 15-foot radius darkness 1/day, echolocation, disguise
29 Roper M 5 20 93 10/10c +7 1x 4d8 + 4 4x tendril 50 ft. drag 25 ft. 15 Str disguise as stalagmite etc.
30 Cloaker A 8 14 78 10/40f +6 2x 2d6 + 3 bite and 1d8 + 3 tail, moan 13 Wis 3 duplicates
31 Drider M 6 19 123 30/30c +6 3x 1d8 + 3 sword or bite 1d4 plus 2d8 poison or 3x long bow 1d8 + 3
32 Ankheg M 2 14 39 30/10b +5 1x 3d6 + 3 bite then grapple 13 acid spray 30-foot line 3d6, DC 13 Dex save (Recharge 6)
33 Remorhaz M 11 17 195 30/20b +11 1x 6d10 + 7 bite &3d6 fire & grapple 17 swallow if grapple Small or Medium 6d6 acid damage per turn, immune to cold, fire
34 Cockatrice M .5 11 27 20/40f +3 1x 1d4 + 1 bite & magic petrified 11 Con
35 Centaur M 2 12 45 50 ft. +6 2x 1d10 + 4, 2d6 + 4 or long bow 1d8 + 2 charge 3d6 pike
36 Hippogriff M 1 11 19 40/60f +5 2x 1d10 + 3 beak and 1d10 + 3 claws Keen Sight
37 Griffon M 2 12 59 30/80f +6 2x 1d8 + 4 beak and 2d6 + 4 claws Keen Sight
38 Aboleth A 10 17 135 10/14s +9 3x 2d6 + 5 underwater disease 14 Con Probing Telepathy, tail 3d6 + 5, enslave 3/day, 3d6 psychic drain
39 Androsphinx M 17 17 199 40/60s +12 2x 2d10 + 6 claw roar (1. frightened, 2. deafened, 3. thunder) 18 Wis immune to psychic; bludgeoning, piercing, and slashing from nonmagical attacks, Spellcasting
40 Gynosphinx M 11 17 136 40/60s +8 2x 2d8 + 4 claws spells 16 var immune to psychic, resist bludgeoning, piercing, and slashing from nonmagical attacks, teleport 120 feet

t: column 't' indicates whether the baby is a monster (M) or an aberration (A).

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