Excremini (5e Creature)

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Small elemental, unaligned

Armor Class 8
Hit Points 11 (2d6 + 4)
Speed 15 ft.

14 (+2) 6 (-2) 14 (+2) 1 (-5) 7 (-2) 1 (-5)

Proficiency Bonus +2
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone, stunned, unconscious
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages understands the language of its creator but can't speak
Challenge 1/8 (25 XP)

Amorphous. The excremini can move through a space as narrow as 1 inch wide without squeezing.

Methane Burst. When the excremini takes fire damage it releases a nauseating smell in a 10-foot radius. Each creature within the radius that can smell must make a DC 12 Constitution saving throw or be incapacitated until the end of its next turn.

Nauseating Aura. A creature that can smell that enters a 5-foot radius around the excremini must make a DC 12 Constitution saving throw or be poisoned until it exits the radius.


Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Excreminis are simply smaller excrementals. They're also often employed as guards in wizards' menageries. Giant apes love excreminis for their sheer throwability. Like their larger counterparts, they obey simple commands of whoever made them.

Elemental Nature. An excremini doesn't require air, food, drink, or sleep.

See Also[edit]

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