Nishruu 5e 2014 v2

by Charo

Search GM Binder Visit User Profile

Nishruu

Nishruu

Large aberration, chaotic neutral


  • Armor Class 10
  • Hit Points 76 (9d10 + 27)
  • Speed 0 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 10 (+0) 16 (+3) 13 (+1) 15 (+2) 13 (+1)

  • Saving Throws Wis +5
  • Skills Arcana +4, Perception +5, Stealth +3
  • Damage Resistances cold
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed
  • Senses passive Perception 15
  • Languages Nishruu
  • Challenge 7 (2,900 XP)

Amorphous. The nishruu can move through a space as narrow as 1 inch wide without squeezing.

Gaseous Form. Creatures can stand within the nishruu’s form without harm, and their attacks automatically hit the nishruu if they can affect gaseous creatures. Cold and fire cannot manifest inside the gaseous form of the creature, negating any effect that would deal fire or cold damage originating from within the same space as the nishruu.

Salt Poisoned. A handful of thrown salt deals 2d10 acid damage to the nishruu.

Charge Magic. When a nishruu is killed, its body dissipates and drifts away. Any magic item with charges that is in contact with it when it dies gains 1d6 additional charges. A magic weapon that strikes the killing blow against a nishruu gains the Spell Storing trait (see below) for 1d6 days.

Spell Storing

A spell storing weapon allows a spellcaster to store a single 3rd-level or lower spell that can target an object or creature in the weapon. (The spell must have a casting time of 1 action.) Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature. Once the spell has been cast from the weapon, a spellcaster can cast another spell into it, following the same restrictions. The weapon magically imparts to the wielder the name of the spell currently stored within it.


Absorb Magic. The nishruu feeds on magic, draining the power of spells, items, and spellcasters it touches:     - Spell Absorption. Unless a spell deals fire or cold damage, if the nishruu is targeted by a spell or caught in a spell’s area, it takes no damage and instead regains hit points equal to twice the spell’s level (cantrips do not heal the nishruu this way). The nishruu is immune to enchantment and illusion spells.

    - Drain Magic Item. A magic item that touches or occupies the same space as the nishruu loses 1d6 charges or, if it has no charges or is an artifact, becomes inert until the end of the nishruu’s next turn. A creature holding or wearing the item can make a DC 15 Constitution saving throw to prevent this effect.

    - Nullify Consumables. If a potion, scroll, or similar magical consumable is used while the user is inside the nishruu’s space, the item’s effect is delayed and does not take effect until the start of the user’s turn after leaving the nishruu’s space.

    - Drain Spellcaster. A creature with the Spellcasting trait that starts its turn inside the nishruu’s space loses its highest-level prepared spell (chosen by the affected creature if tied) until the end of its next short or long rest. Each time a creature loses a spell in this way, it must succeed on a DC 15 Wisdom saving throw or suffer the effects of the feeblemind spell until the start of its next turn. On a success, the effect ends early.

Unstable Magic. Certain magic items, such as a Rod of Absorption or a Ring of Spell Turning, react unpredictably when brought into contact with the nishruu. Roll a d20:

    - On a 1–3, the nishruu is destroyed instantly. The item is unharmed, but its surface takes on a dusky red hue.
    - On a 4–20, the item is suppressed as described in Drain Magic Item.

    Other items that store or bend magic might react with the nishruu (under the DM's discretion).

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.