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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 Class15 (natural)
Hit Points 8d8+16
Speed35 ft.Swim 50 ft.
Strength17 (+4)
Dexterity10 (+0)
Constitution15 (+2)
Intelligence10 (+0)
Wisdom14 (+2)
Charisma13 (+1)
SkillsAthletics d20+6 Perception d20+4 Survival d20+4
Damage ResistancesCold
SensesDarkvision 120 ftPassive Perception 14
LanguagesDeep SpeechViscerid
Challenge4 (1100 XP)
Special 1AmphibiousThe homarid can breathe both air and water
Special 2Born SwimmerWhile swimming, the homarid's Dexterity increases to 14
Special 3SpellcastingThe 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 11st level (3 slots)Absorb elementsFog cloud
Hunters mark
Action 1MultiattackThe homarid makes two claw attacks
Action 2ClawMelee Weapon Attack d20+4 to hit
Reach 5 ft., one targetHit 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 3CrushThe 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 ona failed saving throw, or half as much on a success

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