Moroi Defiler (5e Creature)

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Moroi Defiler[edit]

Medium undead, chaotic evil


Armor Class 15 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 40 ft., climb 40 ft.


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 10 (+0) 14 (+2) 20 (+5)

Saving Throws Dex +6, Con +6, Cha +8
Skills Perception +5
Proficiency Bonus +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities poisoned
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 15
Languages Common
Challenge 8 (3,900 XP)


Regeneration. The moroi regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the moroi takes radiant damage or damage from holy water, this trait doesn't function at the start of the moroi's next turn.

Innate Spellcasting. The moroi's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no components.

At will: invisibility, mirror image
3/day each: animate dead, bane

Spider Climb. The moroi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Moroi Weaknesses. The moroi has the following flaws:
Forbiddance. The moroi can't enter a residence without an invitation from one of the occupants.
Stake to the Heart. The moroi is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The moroi takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

ACTIONS

Multiattack. The moroi makes two attacks, only one of which can be with its tongue.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage and the target must succeed on a DC 14 Constitution saving throw or be paralyzed until the end of its next turn.

Tongue. Melee Weapon Attack: +6 to hit, reach 20 ft., one willing creature, or a creature that is grappled by the moroi, incapacitated, or restrained. Hit: 10 (2d6 + 3) piercing damage plus 14 (4d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the moroi regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Plague Breath (Recharge 5-6). The moroi exhales a cloud of necrotic gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) necrotic damage on a failed save and half as much damage on a successful one.


Ursadsp Undead monster spindly limbs like a spider ribs poking ba2d0b7d-2ab8-4ab8-ab06-ddd0ab642390.png

The moroi defilers are known as the kings of ghouls, the lords of carrion eating necrophages and the corrupters of the graveyards. They crawl on walls with long, spindly limbs like spiders and have their ribs and spine poking out. Their skin is similar to a zombie with open rotting wounds and sores but that doesn't seem to bother these horrific vampires. They are known to spew clouds of necrotic gas at foes and are considered a high priority threat.
Some consider the moroi defilers as the most accursed of the accursed vampires at first glance but the moroi defilers also benefit from not just blood drinkers but are capable of devouring cadavers to find sustenance and being capable of raising the dead to fight for them.

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