Meebkin (5e Creature)
Meebkin[edit]
Medium monstrosity, neutral Armor Class 17 (natural armor)
Saving Throws Con +6, Cha +9 Revitalizing Sacrifice. When the meebkin would be reduced to 0 hit points, it instead regains all its hit points. The meebkin may not use this trait, Mana Hunger, or Baton Twirl again until it finishes a long rest. Vulnerable Eyes. The meebkin has disadvantage on all saving throws made to avoid or end the blinded condition on itself. ACTIONSEnergy Blast. Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 34 (4d10 + 12) force damage and the target must make a DC 18 Strength saving throw or be pushed backward 10 feet. Baton Twirl. Roll 2d6. The meebkin may then perform both corresponding maneuvers in any order. The meebkin may also move up to a cumulative total of 10 feet before, between, and after its maneuvers are performed. This movement does not provoke opportunity attacks.
REACTIONSMana Hunger (2/Day). The meebkin interrupts a creature in the process of casting a spell. If a creature within 60 feet of the meebkin is casting a spell of 5th level or lower, its spell fails and has no effect. The meebkin regains hit points equal to 2 times the spell's level. |
Meebkin are pink and green insectoid creatures with disproportionate limbs and large, bulging eyes. They also have little patches of fur and of crystal buildup, which shine brighter the more excited they get. Meebkin are named such due to their natural affinity for dealing with meebs, small elemental critters that draw power from the mana around them. Young meebkin fashion specialized batons out of interwoven tree fibers and carefully select two meeps to live on it. Once attuned, a meebkin and its meebs are magically bonded for life, and those meebs will never leave their baton. As long as the meebkin lives, its meebs are effectively immortal. In times of peril, a meebkin's meebs will expend much of their power to sustain their meebkin, falling dormant until the meebkin is able to spend time to rejuvenate them again later. Meebs require strong sources of natural magic to recover from this and to feed in general, so meebkin don't usually live near each other else their meebs would be forced to contend with one another for sustenance However, if an extremely plentiful font of magic power can be found, or a mage is willing to surrender his magic to feed their meebs, multiple meebkin are easily able to peacefully coexist with each other. Generally, meebkin are never outright hostile to creatures, but are perfectly willing to kill other beings and harvest mana from their corpses if it is the only means by which they can feed their meebs. If their meebs are starved, a meebkin will not hesitate to kill any creature it finds to give their meebs an opportunity to feed. |
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