Greater Pseudo-Apostle (5e Creature)

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Greater Pseudo-Apostle[edit]

Huge fiend (any humanoid race), chaotic evil


Armor Class 18 (natural armor)
Hit Points 195 (17d12 + 85)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 20 (+5) 14 (+2) 14 (+2) 14 (+2)

Saving Throws Str +9, Con +9, Wis +6
Skills Acrobatics +9, Athletics +9, Insight +6, Intimidation +6, Perception +6, Sleight of Hand +9, Survival +6
Damage Resistances poison, psychic
Condition Immunities poisoned
Senses passive Perception 16
Languages Common
Challenge 12 (8,400 XP)


Brave. The pseudo-apostle has advantage on saving throws against being frightened and charmed.

Keen Hearing and Smell. The pseudo-apostle has advantage on Wisdom (Perception) checks that rely on hearing or smell.

ACTIONS

Multiattack. The pseudo-apostle makes three slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (3d6 + 5) bludgeoning damage.

Regenerate. The pseudo-apostle regains 15 (3d6 + 5) hit points.

Frightful Presence (Recharge 6). Each creature of the pseudo-apostle's choice that is within 120 feet of the pseudo-apostle and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the pseudo-apostle's Frightful Presence for the next 24 hours.


Most pseudo-apostles are created from weak-willed people dominated by an apostle. On occasion, however, a pseudo-apostle will be created from a person of great will, granting them intelligence the rest of their ilk lacks, which informs strength rivaling that of a full apostle.


Known Greater Pseudo-Apostles[edit]

Father Mozgus
Apostle_Mozgus.jpg
[Source]

Once a zealous priest crusading about countryside in his inquisition alongside his six disciples taking pride in the torture of heretics, the Egg of the Perfect World transformed Mozgus into the hand of God himself, at least within his own interpretation.

Mozgus is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered and resistant to bludgeoning, piercing, and slashing damage from attacks that are magical or silvered, he gains a flying speed equal to his movement speed, and he gains the following actions:

God's Weapons (Recharge 6). Mozgus uses one of the following actions:
God's Breath. Mozgus exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 49 (13d6) fire damage on a failed save, or half as much damage on a successful one.
God's Thousand-Strike Cannon. Mozgus uses his multiattack as a bonus action.
God's Pressure. Mozgus beats his wings. Each creature within 15 feet of Mozgus must succeed on a DC 17 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone, and Mozgus' movement speed increases by 15 ft. until the end of his turn.
Giant Mandragora
Giant_Mandragora_Sketch.jpg
[Source].

Kept connected to Niko's roots, the giant mandragora was meant to be a final guardian to the Heart of the Great Mandragora Tree. The great mandragora is a plant instead of a fiend, deals poison damage with its slam attack instead of bludgeoning damage, has resistance to piercing, acid, necrotic, and radiant damage, has vulnerability to fire and cold damage, and has the following action:

Poison Spray (Recharge 5-6). Every creature in a 20 ft. cone originating from the Mandragora must make a DC 17 Constitution saving throw, taking 54 (12d8) poison damage and becoming poisoned for 1 minute on a failed save, or half as much damage on a successful one. A creature may retry this saving throw at the end of each of their turns, no longer being poisoned on a success.

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