Dragon, Beannach-Nimhe

Family: Dragons

Large dragon (bond), unaligned

Armor Class 14
Hit Points 52 (8d10 + 8)
Speed 30 ft., swim 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 13 (+1) 2 (-4) 14 (+2) 10 (+0)

Skills Perception +4, Stealth +6
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities poisoned
Senses blindsight 10 ft., passive Perception 14
Languages
Proficiency Bonus +2
Challenge 4 (1,100 XP)

SPECIAL TRAITS

  • Choking Vulnerability. On a critical hit from a melee weapon attack, the attacker must succeed on a DC 12 Strength saving throw, or the weapon becomes stuck in the beannach-nimhe s throat. If the weapon’s wielder can’t or won’t let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can’t be used. A creature can pull the weapon free by taking an action to make a DC 12 Strength check and succeeding. While the weapon is stuck in the beannach-nimhe s throat it must make a DC 11 Constitution saving throw or being choking. While choking, the beannach-nimhe is incapacitated until the end of its next turn, when the effect ends on it.
  • Royal Bond. Humanoids of royal blood can perform a special 1 hour ritual to bond with the beannach-nimhe. Thereafter, the beannach-nimhe is magically bound to the royal. As long as the beannach-nimhe and the royal are on the same plane of existence, the royal can telepathically call the beannach-nimhe to travel to it, and the beannach-nimhe knows the distance and direction to the royal. If the beannach-nimhe is within 60 feet of the royal, half of any damage the wearer takes (rounded up) is transferred to the beannach-nimhe.
  • Sacred Blood. The corpse of a beannach-nimhe provides one vial of blood, a powerful component in raising the dead. It can be substituted for the material component of the raise dead spell, equivalent to a diamond worth 500 gp.

ACTIONS

  • Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
  • Gore. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 13 (2d8 + 4) piercing damage. If the beannach-nimhe moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 9 (2d8) piercing damage, and the target must succeed on a DC 12 Strength saving throw or be knocked prone if it is a creature.
  • Scintillating Hide (Recharges after a Short or Long Rest). The beannach-nimhe’s hide emits dazzling, colored light until the end of the beannach-nimhe’s next turn. During this time, the hide sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the beannach-nimhe have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the beannach-nimhe when this power is activated must succeed on a DC 12 Wisdom saving throw or be forced to use all its movement on its turns to get as close to the beannach-nimhe as possible. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Poison Breath (Recharge 5 6). The beannach-nimhe exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.

ABOUT

This large, venomous horned serpent has a robust build with powerful muscles and large curved horns on its head. Its thick hide is dark and rugged, providing protection from its harsh environment. The beannach-nimhe’s eyes are sharp and piercing, and its entire body exudes a sense of danger and primal power.

The beannach-nimhe (ban-NAKT-nimh) inhabits the untamed landscapes of the highlands. It prefers rocky terrains, dense forests, and vast moorlands where it can find ample prey and remain hidden from potential threats. The creature is adept at navigating both land and water, making it capable of swimming in the region’s numerous lochs and rivers.

The beannach-nimhe is a solitary creature, rarely encountering others of its kind except during mating season. It feeds on a variety of animals, including smaller mammals and occasionally larger prey such as deer or wild boars. Its venomous bite allows it to incapacitate its victims swiftly, ensuring a successful hunt. The beannach-nimhe plays a vital role in maintaining the balance of the highland ecosystem by controlling the population of herbivores and preventing overgrazing.

When hunting, the beannach-nimhe relies on its exceptional speed and agility. It stalks its prey silently, using its keen senses to detect even the slightest movement or scent. Once in range, it charges with incredible speed, aiming to impale its target with its sharp horns or deliver a powerful bite laced with venom. The creature’s venom not only weakens its prey but also incapacitates it, ensuring an easier kill. Beannach-nimhe have one vulnerability, as they can easily choke. Opponents who know this aim for its mouth when engaging it.

Beannach-nimhe are the product of a curse that ties them to royalty. They are often bound to a specific Humanoid of noble blood, as their guardian and their foil. As a result, their blood is a powerful component in raising the dead, and killing the beloved symbol of a royal house can be used to bring someone back from the afterlife, a last resort for only the direst circumstances.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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