Cimota Guardian | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Homebrew

Cimota Guardian CR: 5

Medium undead, lawful evil
Armor Class: 17 (natural armor)
Hit Points: 123 19d8+38
Speed: 0 ft , fly: 60 ft , can hover

STR

18 +4

DEX

16 +3

CON

14 +2

INT

13 +1

WIS

14 +2

CHA

20 +5

Damage Immunities: Cold, Lightning, Necrotic, Poison
Condition Immunities: Exhaustion, Frightened, Poisoned, Unconscious
Senses: Darkvision 60 ft., Passive Perception 12
Languages: Common, Infernal
Challenge Rating: 5 ( 1,800 XP)
Proficiency Bonus: +3

Lifesense. A cimota notices and locates all living creatures within 60 ft., without effort or error.   Magic Proof. A cimota automatically succeeds on saving throws against spells and magic effects unless it chooses not to.   Manifestation. As an action, a cimota can transport itself from any point on the Material Plane to another point within its defined area or within 300 feet of the artifact to which it is bound. A cimota can also lurk on the Negative Plane, prepared to manifest on the Material Plane if certain conditions are met, such as trespassers entering the area the cimota is doomed to guard. A cimota can’t attack or move in the round in which it manifests—it is effectively stunned until the start of its next turn. When it manifests, it appears as a shifting cloud of shadows that coalesces into its cloaked and hooded form. Until the start of its next turn (the round after it manifests), its shifting form has the effect of a blur spell.   Unholy Existence. Although it is possible to temporarily destroy a cimota’s physical form, it will return in 1d6 days, manifesting again to continue its unholy existence. The only way to permanently destroy a cimota is to disrupt its existence by consecrating the ground to which it is tied or by destroying the artifact to which it is bound. Sometimes, significant alteration of an unholy place, such as demolition of an evil temple or burning a haunted forest, could cause cimota to fade away permanently.   Unnatural Aura. All animals, wild or trained, become frightened when a cimota is within 30 feet. Trained animals will approach closer if their master makes a successful DC 16 Wis (Animal Handling) check. The check allows trained animals to approach the cimota but does not eliminate the tactical disadvantage on ability checks and attack rolls because of fright.

Actions

Multiattack. A cimota makes two Scimitar attacks.   Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 1d8+4 slashing damage plus 1d8 necrotic damage.

Reactions

Parry. Upon being hit, the cimota can use its reaction to boost its AC by 2 for that one attack.


Created by

Arcavato.

Statblock Type

Monster

Link/Embed