Rupture (5e Creature)

From D&D Wiki

Jump to: navigation, search
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Massive Chalice franchise, and/or include content directly affiliated with and/or owned by Double Fine Productions. D&D Wiki neither claims nor implies any rights to Massive Chalice copyrights, trademarks, or logos, nor any owned by Double Fine Productions. 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.


medium aberration, chaotic evil

Armor Class 11 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 35 ft.

10 (+0) 10 (+0) 13 (+1) 12 (+1) 11 (+0) 9 (-1)

Damage Immunities acid
Senses passive Perception 10
Challenge 1/2 (100 XP)

Death Burst. When the rupture dies, it explodes in a burst of acid. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 7 (2d6) acid damage or half as much on a successful one. On a failed save, the creature also takes 1 acid damage at the start of every turn for 1 minute.


Headbutt. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage.

Explode. The rupture moves up to its speed and dies, activating the Death Burst.


Ruptures, the only purposefully suicidal creature on the face of the planet. That's what they're designed to do, run right at their enemies and detonate. And they're very good at that. They are normally found in areas of intense chaos, like Limbo, but even though they have almost no intelligence to speak of, they do alright in these uncontrollable regions.

Back to Main Page5e Homebrew5e Creatures

Home of user-generated,
homebrew pages!