Omega Metroid (5e Creature)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Metroid franchise, and/or include content directly affiliated with and/or owned by Nintendo. D&D Wiki neither claims nor implies any rights to Metroid copyrights, trademarks, or logos, nor any owned by Nintendo. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Omega Metroid[edit]

Huge aberration (metroid), unaligned


Armor Class 19 (natural armor)
Hit Points 270 (20d12 + 140)
Speed 60 ft., climb 30 ft.


STR DEX CON INT WIS CHA
26 (+8) 18 (+4) 24 (+7) 5 (-3) 16 (+3) 17 (+3)

Saving Throws Str +15, Con +14
Skills Athletics +15, Perception +10
Proficiency Bonus +7
Damage Vulnerabilities cold
Damage Resistances poison
Damage Immunities acid, fire, lightning; bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t adamantine
Condition Immunities paralyzed, petrified
Senses darkvision 120 ft., passive Perception 20
Languages
Challenge 21 (33,000 XP)


Legendary Resistance (3/Day). If the metroid fails a saving throw, it can choose to succeed instead.

Magic Weapons. The metroid's weapon attacks are magical.

Siege Monster. The metroid deals double damage to objects and structures.

ACTIONS

Multiattack. The metroid can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage, and the target is grappled (escape DC 23). Until the grapple ends, the target is restrained and must make a DC 22 Constitution saving throw at the end of each of its turns, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. A creature dies if its hit point maximum is reduced to 0.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage.

Acid Spit. Ranged Weapon Attack: +11 to hit, range 30/120, one target. Hit: 22 (4d10) acid damage.

Frightful Presence. Each creature of the metroid’s choice that is within 120 feet of the metroid and aware of it must make a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the metroid’s Frightful Presence for 24 hours.

Plasma Breath (Recharge 5-6). The metroid exhales plasma in a 60-foot cone or a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 22 Dexterity saving throw, taking 35 (10d6) fire damage and 35 (10d6) lightning damage on a failed save, or half as much damage on a successful one.


LEGENDARY ACTIONS

The metroid can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The metroid regains spent legendary actions at the start of its turn.

Acid Spit. The metroid makes an Acid Spit attack.
Tail Attack. The metroid makes a Tail attack.
Shockwave (Costs 2 Actions). The metroid stomps the ground with great force. Each creature within 20 feet of the metroid must succeed on a DC 23 Dexterity saving throw or be knocked prone.

MSR_Art_Gallery_003.png
Source

The omega metroid is the final stage of a typical metroid's life cycle. Incredibly powerful beasts with raw physical power close to that of some dragons, they roam the Underdark as apex predators, fearing little save ancient wyrms and other members of their own kind.

Hulking Horror. An omega metroid resembles a larger, more brutish version of the zeta stage, with thicker armour, an extra pair of eyes, larger teeth and a sunken head that merges with the shoulders, giving them a hunchbacked posture. They tower over all other metroids at 20 feet in height, and when they drop to all fours they measure 40 feet from their lamprey maw to the end of their muscular tail. Its vastly increased bulk and weight make the omega metroid far less adept at stealth than its previous form, but its sheer durability means that it doesn't need them; a hungry omega metroid will gladly smash through cave walls in order to chase down its prey.

Monstrous Might. The omega metroid's dramatically increased size comes with a corresponding increase in strength. When it stomps the ground, the earth trembles. When it thumps its tail, stalactites are dislodged from cavern ceilings. When it attacks, its fangs can crush boulders, its claws can rend even the hardest metals, and its plasma breath can even scorch the hide of a red dragon. It is a beast that few creatures would willingly take on, and most creatures give an omega metroid's territory a wide berth.

Defensive Adaptation. A metroid that reaches the omega stage is far less vulnerable to harm. Its membrane is covered by an exoskeletal rib cage which deflects most weapons away from the vulnerable gelatin, meaning that only the most precise attacks can genuinely injure the beast.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: