| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 14 | +2 | +2 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | -2 | -2 |
| WIS | 16 | +3 | +3 |
| CHA | 10 | +0 | +0 |
Adhesive (Object Form Only). The yurmic adheres to anything that touches it. A Huge or smaller creature adhered to the yurmic is Grappled (escape DC 17). Ability checks made to escape this grapple have disadvantage. A creature affected by Home Sweet Home automatically has disadvantage on the escape check.
Home Sweet Home The yurmic radiates a comforting warmth. Any creature that sees the yurmic and is within 60 feet of it must succeed on a Wisdom saving throw 16 or feel an overwhelming urge to seek shelter inside it.
While affected, the creature regards the yurmic as safe, warm, and inviting, and it is unlikely to suspect danger from entering it. The effect ends if the creature takes damage, combat begins or after 1 hour.
A creature that succeeds on the saving throw is immune to Home Sweet Home for 24 hours.
Bite. Melee Attack Roll: +9 to hit (with Advantage if the target is Grappled by the yurmic), reach 5 ft. Hit: 17 (2d10 + 5) Piercing damage—or 27 (4d10 + 5) Piercing damage if the target is Grappled by the yurmic—plus 10 (3d6) Acid damage.
Pseudopod. Melee Attack Roll: +9, reach 5 ft. Hit: 16 (2d10 + 5) Bludgeoning damage plus 10 (3d6) Acid damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 17). Ability checks made to escape this grapple have Disadvantage.
Shape-Shift. The yurmic shape-shifts to resemble a Medium or Large object while retaining its game statistics, or it returns to its true blob form. Any equipment it is wearing or carrying isn’t transformed.
Heart Burn While the yurmic is airborne, each creature sealed inside it takes 9 (3d6) fire damage at the start of its turn. If the creature is Grappled by the yurmic, it instead takes 21 (6d6) Fire damage.
Warm Embrace When the yurmic successfully grappled a creature, it snaps its entrance shut and immediately rises up to 30 feet straight upward without provoking opportunity attacks.
While it has a creature sealed inside, the yurmic can hover and cannot be knocked prone. On each of its turns, it can rise an additional 30 feet, to a maximum altitude of 120 feet The yurmic can remains airborne even if it is no longer grappling a creature.
Description
Yurmics are massive mimics that disguise themselves as tents or yurts, embedding themselves within traveling camps and nomadic settlements. By radiating comforting warmth, they entice isolated creatures to seek shelter inside. Once their prey is trapped, yurmics lift into the air and consume them far from the safety of the ground.
Previous Versions
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2/5/2026 4:04:58 PM
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21
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2/5/2026 4:06:08 PM
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22
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2
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Coming Soon
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