Small Ooze, Neutral
Armor Class 13 (natural armor)
Hit Points 5 (2d8 + 2)
Speed 40 ft., Leaves a slimy trail as it slides throughout the surfaces.
STR
8 (-1)
DEX
16 (+3)
CON
15 (+2)
INT
14 (+2)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws INT +4
Condition Immunities Blinded, Charmed, Deafened, Prone
Senses Blindsight 60 ft. (blind beyond this distance)., Passive Perception 12
Languages Understands its creator but can't speak
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Telepathic Bond. You can telepathically communicate with your Homunculus and as an action you can see and hear what it does until the start of your next turn. If your familiar has any special senses, you also gain the benefits of those senses while you are seeing or hearing through it. While doing so, your body is blinded and deafened. You can also cast spells with a range of touch through your familiar as if it has cast them itself, but you must be within 100 feet of it and the familiar uses its reaction to cast the spell. Otherwise the spell is cast as if you had done so yourself.

Actions

1.Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

2.Caprice. Ranged Spell Attack: +4 to hit. Vanilmirth targets one creature it can see within 30 feet of it and randomly cast a bolt of fire, cold, lightning or force, Hit: 5 (1d8+2) damage. Type is determined by rolling 1d4 for the possible damage types listed.

3.Chaotic Blessings. Vanilmirth targets a creature it can see within range randomly selected among enemies, allies, the owner, or itself. The target regains hit points equal to 1d4 + Vanilmirth's intelligence ability modifier. Target is determined by rolling 1d4 for the possible types of targets listed, the DM chooses which creature within that parameter.

4.Self-Destruct.  Vanilmirth self-destructs, inflicting (1d8) piercing damage to all creatures within 15 ft. at cost of all its Hit Points. The spell's damage die increase by one for each Hit Point spended(minimun of 1).

Rejuvenation. If its owner focus on its core, a destroyed Vanilmirth gains a new body in 2d12 hours, regaining all its hit points and becoming active again. The new body envelops its core.

 

Description

A Vanilmirth is one of the creatures available through the Create Homunculi Spell. It visually resembles a small brownish/pinkish jelly gelatinous cube with a core and a face on it.

Vanilmirth is the most clumsy of the homunculi: he can heal it self, its owner, allies or even the opponent! Its impossible to know which spell its going to use as its attack if any at all. Despite that it is a very complete companion for its versatility.

Monster Tags: construct

Cheester

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