Starmaker (5e Creature)
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Starmaker, from Courage the Cowardly Dog[edit]
Large beast, neutral good Armor Class Arms 15, Body and Tentacles 20 (natural armor)
Saving Throws cha & int Breathless. Being originally from space, it has no need for air. This means it can go underwater, or be cast under a spell and it will have no need to breath. Starlight. With a wave of one of it's many tentacles it can produce a star or many stars, usually reflecting the color of the creature. This gives off a dim light and gives a +5 to Chr rolls. Shocking Grasp. Once per turn, the squid can use Shocking Grasp with one arm or tentacle for an additional 2d8 damage. If the attack hits, the target must make a DC 15 Con save. If the target is wearing metal armor, or is grappled, it has disadvantage on the save. Regeneration. The colossal squid’s arms regain 15 hit points at the start of it’s turn. If the arm takes necrotic or radiant damage, this trait doesn’t function at the start of the colossal squid’s next turn. The arm will drop off if it starts it’s turn with 0 hit points and doesn’t regenerate. It will take 28 days for the colossal squid to regrow a lost arm. The body and tentacles of the colossal squid do not share this trait and must regain lost hit points normally. ACTIONSMultiattack. The colossal squid makes six melee attacks; three with it’s arms, two with it’s tentacles and one with it’s beak. Arms. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. With each successful attack, the arm can choose to grapple the target (escape DC 18). It will only grapple two targets at a time. It can release a grappled creature as a free action if it grapples another. If the squid takes damage equal or greater to 1/6 it’s total HP to one arm in a single round, that arm will become instantly useless. If four arms become useless, it will use a reaction to release a star cloud and fly away. While it uses four arms to attack, it uses it’s other four to constrict objects of huge or larger size, releasing an arm from the constriction as needed to replace useless arms until it needs to flee. Tentacles. Melee Weapon Attack: +8 to hit, reach 50 ft., one target. Hit: 12 (2d6 + 4) bludgeoning and the target is grappled. It can release a grappled creature as a free action. If the squid takes damage equal or greater to 1/4 it’s total HP to one tentacle in a single round, it will become useless. If both tentacles become useless, it will release a star cloud and fly away. Beak. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) piercing damage. If the target is a medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the squid can’t bite another target. Star Cloud (Recharges on a 3-5). A 100-foot radius cloud of stars extends all around the squid if it is in the sky. The area is heavily obscured for 1 minute, although a significant air current can disperse the stars. Any creature in the star cloud must make a DC 15 Con save, or be blinded for 1 day. After releasing the stars, the squid can use the Dash action as a bonus action.
LEGENDARY ACTIONSTo be Added |
HistoryOriginally seen in Courage the Cowardly Dog, the Starmaker is a rare, endangered species. They are the creators of the stars in the heavens above, are most often very kind even when their own life is threatened. They will however, use force to protect their offspring and/or allies. |
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