Nkala (5e Creature)

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Large monstrosity, neutral evil

Armor Class 13 (natural armor)
Hit Points 147 (14d10 + 70)
Speed 30 ft., swim 30 ft.

20 (+5) 14 (+2) 20 (+5) 10 (+0) 16 (+3) 10 (+0)

Skills Perception +6, Stealth +8
Damage Resistances necrotic, poison, psychic
Senses darkvision 160 ft., passive Perception 16
Languages Common
Challenge 8 (3,900 XP)

Innate Spellcasting. The nkala's innate spellcasting ability is Wisdom (spell save DC 15). The nkala can innately cast the following spells, requiring no material components:

At will: dancing lights
4/day each: darkness, faerie fire, invisibility
3/day each: gaseous form, hunger of Hadar


Multiattack. The Nkala makes six attacks: two with its hippo bite and four with its crab claws

Crab Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 5) bludgeoning damage and the target is grappled (escape DC 16).

Hippo Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage

Nkala are strange creatures and are the familiars of witches and people who use the dark side of Voodun, who use them as accursed mounts. They appear like a mix between a great purple crab and hippopotamus. They have two heads like a hippo and four powerful crab pincers that they reach out to grab and foe and pin them in place while they rip them apart with powerful bites and pincers. They are intelligent and can speak but rarely do, but they can understand instructions easily. Some will have a head on the opposite sides of their bodies (front to back) while others will have both of their heads side by side. The rest of their powerful yet blunt crab legs scurry them from place to place. They love hiding in the darkness and are known as "devourers of darkness".

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