Foo Animal (5e Template)

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Foo Animal[edit]

Celestial relatives of the beasts of the Material Planes, found dwelling in the Upper Planes and Astral Plane. Foo lions and foo dogs are the most frequently encountered, although every kind of beast has their equivalent. They have exaggerated features: bright, wide eyes with wider maws; and tufts and whorls of fur in vibrant colors.

Foo animals are emotional and playful. They despise evil creatures, especially devils, and may allow themselves to act as guardians for honorable and powerful mortals in the Material Plane. They never provide this service for extended periods, as wanderlust overcomes them.

Their diet consists of precious gems and metals, and are particularly fond of platinum.

In some cosmologies they are always encountered in pairs, a male and female, representing yin and yang.


Prerequisite

Any beast.

Statistics[edit]

Type. Celestial

Hit Dice. Increase hit dice by 4.

AC. If the beast does not have natural armor, the foo animal gains +1 AC (natural armor).

Abilities. Increase Intelligence by 8 (to a maximum of 14) and Charisma by 8 (to a maximum of 16).

Languages Common, Celestial

Skills Insight.

Alignment Chaotic Good.

Attacks Increase DCs and attack bonus by 1. Double the damage dice.

Traits[edit]

Magic Resistance. The foo animal has advantage on saving throws against spells and other magical effects.

Magic Weapons. The foo animal's weapon attacks are magical.

Divine Fang. The foo animal's weapon attacks deal an extra 1d8 radiant damage against fiends.

Innate Spellcasting. The foo animal's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (CR 1 or higher)
1/day each: etherealness, plane shift (self only)

Actions[edit]

Celestial Summoning (1/Day). (CR 1 or higher) The foo animal can begin barking (or other call appropriate to that animal) to summon another foo animal. At the beginning of the foo animal's next turn there is a 20 percent chance per CR of the foo animal that another foo animal of the same CR or less will be summoned. The summoned foo animal appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other foo animals. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

CR Calculation[edit]

Recalculate the creature's CR with the following considerations:

  • Increased hit points (from improved hit dice), attack bonus, damage, and natural armor
  • Increase effective AC by 2 (magic resistance)

Examples[edit]

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