Homarid Explorer
The homarids are one of Dominaria's oldest races, having existed for millennia in the frigid waters below the southern antarctic continent, since before the time of the Thran. When the Brother's War caused massive ecological shifts in the world, cooling the waters of the homarid's former home, they migrated North, clashing with the humans living there.
Now, thousands of years later, the homarid remain a threat to both the humans and merfolk of the Vodalian Sea. Though temperatures have since risen, the homarid have adapted well to the warmer waters, making seaborne travel across the tropics a dangerous prospect.
Hunt for Territory Since their first encounter with the land-based races of Dominaria, the homarid have remained aggressively expansionist, raiding coastal settlements and using their shaman's druidic magic to flood low-lying plains and forests.
Those traveling along the coast of Dominaria's inner bodies of water, especially along the Vodalian Sea, requiring an almost constant guard. Homarid scouts and explorers constantly make landfall along the area, searching for newly-raised and under-defended villages, as well as defending their own encroaching borders. Like the homarid shamans, homarid explorers wield some basic nature magic, and while incapable of flooding villages, they often use their magic to stage surprise attacks on unsuspecting innocents.
Homarid Explorer
The homarids are one of Dominaria's oldest races, having existed for millennia in the frigid waters below the southern antarctic continent, since before the time of the Thran. When the Brother's War caused massive ecological shifts in the world, cooling the waters of the homarid's former home, they migrated North, clashing with the humans living there.
Now, thousands of years later, the homarid remain a threat to both the humans and merfolk of the Vodalian Sea. Though temperatures have since risen, the homarid have adapted well to the warmer waters, making seaborne travel across the tropics a dangerous prospect.
Armor Class | 15 (natural) | ||
---|---|---|---|
Hit Points | 8d8+16 | ||
Speed | 35 ft. | Swim 50 ft. | |
Strength | 17 (+4) | ||
Dexterity | 10 (+0) | ||
Constitution | 15 (+2) | ||
Intelligence | 10 (+0) | ||
Wisdom | 14 (+2) | ||
Charisma | 13 (+1) | ||
Skills | Athletics d20+6 | Perception d20+4 | Survival d20+4 |
Damage Resistances | Cold | ||
Senses | Darkvision 120 ft | Passive Perception 14 | |
Languages | Deep Speech | Viscerid | |
Challenge | 4 (1100 XP) | ||
Special 1 | Amphibious | The homarid can breathe both air and water | |
Special 2 | Born Swimmer | While swimming, the homarid's Dexterity increases to 14 | |
Special 3 | Spellcasting | The homarid is a 4th-level spellcaster. | Its spellcasting ability is Wisdom |
(spell save DC 12, d20+4 to hit with spell attacks). | It has the following ranger spells prepared: | ||
Spells 1 | 1st level (3 slots) | Absorb elements | Fog cloud |
Hunters mark | |||
Action 1 | Multiattack | The homarid makes two claw attacks | |
Action 2 | Claw | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d8+2 bludgeoning damage, | and the homarid can attempt to grapple the target as a bonus action. | The homarid can grapple up to two creatures in this way |
Action 3 | Crush | The homarid attempts to crush a creature that is currently grappling between its claws, | forcing the creature to make a DC 14 Strength saving throw. |
The target takes 4d8 bludgeoning damage on | a failed saving throw, or half as much on a success |
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