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Warp Marauder

“A creature of pure instinct, driven solely by the desire


to hunt and feed, these skilled hunters use their ability
to navigate between dimensions to stalk prey before
launching a surprise attack, and often preys on creatures
that wander along Thin Places near the Space Between
Worlds, drawing them into its own dimension where it can
feast on their life force.”
THE SPACE
CR 5
Warp Marauder BETWEEN WORLDS

Medium aberration
Armor Class 16 A creature within the gullet can use its action to attempt to escape.
Hit Points 98 (13d8 + 39) When it does so, it makes a DC 20 Intelligence saving throw. If it suc-
Speed 50 ft. ceeds, it escapes, and the target reappears in the nearest unoccupied
space within 5 feet of the warp marauder. On a failed saving throw, the
STR DEX CON INT WIS CHA target takes 10 (3d6) psychic damage.
18 (+4) 17 (+3) 16 (+3) 12 (+1) 16 (+3) 15 (+2) The warp marauder can’t be harmed from within this space, but if
it dies everything inside the extraplanar gullet appears around the warp
Skills Perception +9
marauder’s corpse.
Damage Resistance Psychic
Swirling Color Field. A field of shimmering energy reverberates
Condition Immunities Charmed
around the warp marauder, creating a field of color that distorts reality
Senses Blindsight 120 ft. (blind beyond this radius), Passive
around it. A creature that hits the warp marauder with an attack
Perception 8
suffers one of the following effects, determined randomly. A creature
Languages –
grappled and adjacent to the Warp Marauder isn’t affected by the
Challenge 5 (5,900 XP) Proficiency Bonus +3 swirling field.
Grasping Tentacles. The warp marauder can have up to four tentacles Blue. The attacker is teleported up to 20 feet to an unoccupied space
at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity that the Warp Marauder can see within range. The chosen space must
to poison and psychic damage). Destroying a tendril deals no damage be on a surface or in a liquid that can support the target without the
to the warp marauder, which can extrude a replacement tendril on its creature having to squeeze. The attacker must then make a DC 15 Cha-
next turn. A tendril can also be broken if a creature takes an action and risma saving throw. On a failed save, it is immobilized (save ends).
succeeds on a DC 15 Strength check against it. Yellow. The target must make a DC 15 Dexterity saving throw. It takes
Extraplanar Gullet. The warp marauder’s back opens into a large 21 (6d6) lightning damage on a failed saving throw, or half as much on
mouth which leads to an extradimensional gullet. Anything it swallows a successful one.
is transported into this extraplanar space, which manifests as rhizom- Red. The target must make a DC 15 Wisdom saving throw. On a failed
atic network of slurping tunnels and fleshy passages. This space can saving throw, the target is staggered (save ends).
hold any number of creatures of any size.
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Warp Marauder
CONTINUED FROM PREVIOUS PAGE
Actions Staggered
Multiattack. The warp marauder makes four attacks with its tentacles, You can’t make more than one weapon attack during your turn,
uses Reel, and makes one attack with its bite. regardless of your abilities, spells, or magic items.
Tentacle. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Immobilized
Hit: The target is grappled (escape DC 15). Until the grapple ends, h Your speed becomes zero, and you can’t benefit from any bonus-
the target is restrained and has disadvantage on Strength checks and es to your speed.
Strength saving throws, and the warp marauder can’t use the same h If you’re flying when you become immobilized, you fall.
tentacle on another target.
Grappled
Reel. The warp marauder pulls each creature grappled by it up to 25
h A grappled creature’s speed becomes 0, and it can’t benefit from
feet straight toward it.
any bonus to its speed.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature the h The condition ends if the grappler is incapacitated (see the condition).
Warp Marauder is grappling. Hit: 16 (2d10 + 5) piercing damage, h The condition also ends if an effect removes the grappled crea-
and the warp marauder swallows it. The swallowed target, along with ture from the reach of the grappler or grappling effect, such as
everything it is wearing and carrying, appears in the warp marauder’s when a creature is hurled away by the thunderwave spell.
extraplanar gullet.
Bonus Actions
Dimensional Jump. The Warp Marauder teleports up to 120 feet; or
shifts between the mortal world and the Space Between Worlds.
Reactions “The Warp Marauder is a fearsome predator that lurks
Reality Hunter. When a creature grappled by the Warp Marauder within the Space Between Worlds, preying on unsus-
pecting travelers who stumble into this realm. It is a
attempts to teleport, the warp marauder can use its reaction to disrupt creature with a body composed of swirling energy and
it. The target isn’t teleported, and must make a DC 15 Intelligence tentacles, able to move freely between dimensions,
saving throw. On a failed saving throw, it takes 21 (6d6) force dam- planes, and realities.”
age, and any spell slots or charges used to teleport are wasted. On a
successful save, it does not suffer any damage and any spell slots or
charges used to teleport are not wasted.

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