Skelmir (5e Creature)

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Design Note: This monster uses the Mythic Monster rules.

Skelmir[edit]

Titanic aberration, chaotic evil


Armor Class 35 (natural armor)
Hit Points 1,000,000 (10000d100)
Speed 1 mile, climb 1 mile, fly 10 miles, swim 1 mile


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10) 3 (-4)

Saving Throws Str +20, Dex +20, Con +20, Int +20, Wis +20, Cha +20
Skills all (+20)
Damage Resistances all magical damage
Damage Immunities necrotic, cold, radiant, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities all
Senses blindsight 10 miles, truesight 10 miles, passive Perception 50
Languages all
Challenge 50 (1,220,000 XP)


Lord of Malice. Whenever a creature comes within one mile of Skelmir and every 10 minutes they remain within a mile of Skelmir, the creature must succeed on a DC 30 Wisdom saving throw or become frightened of Skelmir, and if the creature can see Skelmir’s malevolent eyes, the creature must succeed on a DC 20 Wisdom saving throw or be paralyzed for 10 minutes.

ACTIONS

Multiattack. Skelmir makes ten attacks.

Reaping Claws. Melee Weapon Attack: automatic hit, reach 60 ft., one target. Hit: 760 (100d10 + 500) slashing damage plus 760 (100d10 + 500) necrotic damage.




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