Lorn-Fluke (5e Creature)

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Lorn Fluke[edit]

Gargantuan aberration, chaotic evil

Armor Class 17 (natural armor)
Hit Points 203 (14d20 + 56)
Speed 10 ft., swim 50 ft.

20 (+5) 8 (-1) 18 (+4) 20 (+5) 21 (+5) 13 (+1)

Saving Throws Constitution +9, Charisma +8
Skills History +11
Damage Immunities psychic
Condition Immunities frightened
Senses blindsight 60 ft., darkvision 90 ft., passive Perception 15
Languages Correspondence, Deep Speech
Challenge 13 (10,000 XP)

Amphibious. The lorn-fluke can breathe air and water.

Irrigo Core. If a creature attempts to target the lorn-fluke with any effect that would sense its emotions, read its thoughts, or inflict the charmed condition, that creature must successfully make a DC 17 Intelligence saving throw or take 10 (1d20) psychic damage and have the effect fail.

Innate Spellcasting. The lorn-fluke's innate spellcasting ability is Wisdom (spell save DC 18). The lorn-fluke can innately cast the following spells, requiring no material components:

At will: detect thoughts, power word stun
3/day: dominate monster
1/day each: awaken, true polymorph

Shapeling Arts. When the lorn-fluke casts true polymorph, it can change a creature into a form with a challenge rating 1 level higher by expending 5,000 gp worth of additional material components in the form of deep amber, amber which has passed hands or been circulated many times.
Additionally, it can use an action and 1,000 gp worth of deep amber to alter the form of itself or a creature it is touching; these alterations can increase or decrease an ability score by 1, increase or decrease the speed of an already present form of movement by 5 feet, add or remove a limb, replicate one of the effects of the spell alter self, or any other modification the GM deems commensurate with the given examples.

Spines. A creature which touches the lorn-fluke makes a DC 18 Dexterity save, taking 14 (4d6) piercing damage on a failed save or half as much on a success.


Terrific Revelation (Recharge 5-6). Each creature within 90 feet of the lorn-fluke which can hear it takes 30 (2d20 + 19) psychic damage and makes a DC 18 Wisdom save, becoming stunned for 1 minute on a failed save. A creature stunned this way remakes the saving throw at the end of each of its turns, taking 15 (1d20 + 5) psychic damage on a failed save or ending the effect on itself on a success.

Ram. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 25 (5d8 + 3) bludgeoning damage.

Ancient beings hailing from the distant planet of Axile, flukes most closely resemble oversized sea urchins: mounds of thin, purple-black spines clustered around a central core. They are masters of the shapeling arts, the practice of twisting, fusing, and altering flesh by consuming the vital power of amber, and create servants for themselves from lesser creatures. They were brought from their home by promises of greater control over these arts, on the condition that they never love again; since then, many flukes have come to regret this decision and begun seeking their lost planet, although none have succeeded.
Touching the spine of a fluke has strange effects on memory; if the fluke is alive, it and the impaled creature have some part of their memories mix and meld, and being killed while impaled on a fluke causes memories to be drained and stored within it. If broken off, a needle can be used to relive the fluke's memories, both of its own life and others, although it will still erase other memories in turn. No matter the use, fluke spines have an affinity for memories which carry regret.
Among the oldest and largest of their kind, lorn-flukes are also exiles. Swollen with hate and wisdom, they seek to destroy anything that crosses their paths. They are large enough to skewer a warship with their spikes, and scream words in the Correspondence to drive those nearby mad.
In their center, amidst incomprehensible organs, lorn-flukes have a vast lump of resin or congealed gall, the size of a barrel and flawed with darkness: a fluke-core which contains the memories of countless creatures it has touched, imprisoned in amber. It shines from within with irrigo light, the color of forgetfulness.

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