Spexecutor (5e Creature)
Spexecutor[edit]
Medium monstrosity, any alignment Armor Class 13 (natural armor)
Skills Arcana +4, History +4, Perception +4 Variable Illumination. The spexecutor can shed bright light in an up to 50-foot cone and dim light for an additional number of feet equal to the chosen range. The spexecutor can alter the range at will. ACTIONSClaw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. Light Ray. Ranged Spell Attack: +4 to hit, range 25/50 ft., one target. Hit: 1 fire damage, and the target must succeed on a DC 14 Constitution saving throw or become blinded until the end of its next turn. A creature blinded in this way has disadvantage on saving throws made against the spexecutor's Blood Shot. Blood Shot (Recharge 5-6). One creature the spexecutor can see within 20 feet of it must succeed on a DC 12 Constitution saving throw or become poisoned. A creature poisoned in this way is frightened by the spexecutor and perceives the world around it twisting and contorting in bizarre ways. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
|
A monster that effectively balances offensive power with intellectual function, the spexecutor's plastic-like, colorfully variable exoskeleton is more durable than it may appear, and its powerful brain is distributed in coils throughout this hollow framework. Each eye of is equipped to gather visual information down to the microscopic level, and can emit enough light to merely illuminate an area or render onlookers effectively blind as needed. By flexing an internal reflector array, the creature can even focus this light into a concentrated beam hot enough to ignite flammable materials. A spexecutor's eye sockets are also its twin stomachs; fungal spores, pollen and especially insects trapped against its glutinous eye surface are consumed whenever the creature blinks. |
Back to Main Page → 5e Homebrew → Creatures