Greater Sail Fiend (5e Creature)

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Greater Sail Fiend[edit]

Huge beast, unaligned

Armor Class 17 (natural armour)
Hit Points 76 (8d12 + 24)
Speed 25 ft., swim 40 ft.

20 (+5) 15 (+2) 17 (+3) 8 (-1) 16 (+3) 8 (-1)

Skills Perception +5, Stealth +4
Damage Immunities cold
Senses darkvision 120 ft., passive Perception 15
Challenge 3 (700 XP)

Hold Breath. The sail fiend can hold its breath for 30 minutes.

Keen Sight and Smell. The sail fiend has advantage on Wisdom (Perception) checks that rely on sight or smell.

Underwater Camouflage. The sail fiend has advantage on Dexterity (Stealth) checks made while underwater.


Multiattack. The sail fiend makes two attacks with its claws. It then uses its Frost Breath if it can.

Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.

Frost Breath (Recharge 6). The sail fiend exhales an icy blast of hail in a 30-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.

The oldest and rarest sail fiends are the greater, or elder, sail fiends. They have developed a powerful way to subdue prey, a blast of frigid air from their mouths. They are gigantic, far larger than any human, and they often carve out expansions to their dens to better hold their massive selves. As such, a den belonging to a pack with a greater sail fiend is usually marked by large, fairly obvious claw marks in the stone. They have truly massive sails and extremely long claws.
Greater sail fiends are largely immune to the cold, and they have a greater resistance to heat than their smaller cousins.

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