Meebkin (5e Creature)

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Meebkin[edit]

Medium monstrosity, neutral


Armor Class 17 (natural armor)
Hit Points 156 (24d8 + 48)
Speed 25 ft.


STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 15 (+2) 19 (+4) 22 (+6) 20 (+5)

Saving Throws Con +6, Cha +9
Skills Animal Handling +10, Arcana +8, Medicine +10, Performance +9
Proficiency Bonus +4
Damage Resistances necrotic, poison, radiant
Senses passive Perception 16
Languages Common, Meeb
Challenge 10 (5,900 XP)


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.

ACTIONS

Energy 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.

  • 1: One meeb exhales gas in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. Each creature that failed their save is also poisoned until the end of the meebkin's next turn.
  • 2: One meeb exhales acid in a 30-foot line that is 10 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 27 (6d8) acid damage on a failed save, or half as much damage on a successful one. The meebkin regains 3 (1d6) hit points for each creature that failed their save.
  • 3: One meeb glares with concentrated negative energy at one creature up to 60 feet away from it. That creature must make a DC 17 Intelligence saving throw, taking 30 (12d4) necrotic damage on a failed save, or half as much damage on a successful one. If the target failed their save, they are unable to regain hit points until the end of the meebkin's next turn.
  • 4: One meeb explodes with blinding light in a 30-foot radius centered on the meebkin. Each creature within that radius must make a DC 17 Wisdom saving throw, taking 18 (4d8) radiant on a failed save, or half as much damage on a successful one. Each creature that failed their save is also blinded until the end of the meebkin's next turn.
  • 5: One meeb summons three enormous but temporary spectral weapons. The meebkin makes three attacks with these weapons, which have progressively longer reaches and varying damage types. Melee Spell Attack: +9 to hit, reach 20/30/40 ft., one target. Hit: 16 (3d10) bludgeoning/piercing/slashing damage.
  • 6: One meeb glows with healing light. The meebkin regains 35 (10d6) hit points.

REACTIONS

Mana 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_%28Playing%29.png

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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