Flagellant (5e Creature)

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Flagellant[edit]

Medium humanoid (any race), any alignment


Armor Class 13 (leather armor)
Hit Points 85 (9d8 + 45)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 20 (+5) 10 (+0) 14 (+2) 20 (+5)

Saving Throws Con +7, Wis +4, Cha +7
Skills Intimidation +7, Persuasion +7, Religion +4
Proficiency Bonus +2
Damage Resistances psychic; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities frightened
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 4 (1,100 XP)


Spellcasting. The flagellant is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The flagellant has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): bane, bless, cure wounds
2nd level (3 slots): hold person, magic weapon
3rd level (2 slots): bestow curse, dispel magic

ACTIONS

Multiattack. The flagellant makes one great flail attack and casts a cantrip.

Great Flail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Crushing Blow. The flagellant makes one great flail attack. If the attack hits, the target must make a DC 12 Dexterity saving throw. On a failed save, the target takes 7 (2d6) bludgeoning damage and one suit of nonmagical metal armor or a nonmagical shield being worn or carried by the target takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. On a successful save, the target takes half as much damage and suffers no further effects.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the flagellant can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the flagellant. A creature can benefit from only one Leadership die at a time. This effect ends if the flagellant is incapacitated.


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Rabid fanatics known to show great acts of piety and fever, some say that flagellants do this as a performative act to attract lusty maidens from nearby villages and they hypocritically have nights of debauchery and drinking but it is rare for anyone to witness where the flagellants go at night. Others say that since these flagellants are sinners they must violently strike their flesh with vicious flails and scourges to atone for their sins. What is known is the flagellants are divine madmen who beat their own flesh with whips, chains and flails when they fall into religious fervor and they are fearsome foes in combat, their flesh is like granite and spears have shattered trying to break into their rock-like hides. They smash their enemies with mighty two-handed flails, shattering armor and crushing shields with their frenzied strikes from their mighty chained flails. Pilgrims have witnessed flagellants shatter boulders with their mighty flails in a moment of frenzied rage. Flagellants can also work miracles during the heat of battle, healing soldiers, cursing enemies and even dispelling enemy magic seamlessly while shattering skulls and crushing shields with their mighty flails.

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