Rochun Fiend

Large elemental, chaotic evil

Armor Class 14 (natural armor plus dexterity)
Hit Points 74 (8d10+24)
Speed fly 20 ft.

18 (+4) 12 (+1) 16 (+3) 15 (+2) 15 (+2) 7 (-2)

Damage Immunities lightning, cold, fire, poison
Condition Immunities poisoned
Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons.
Senses electrical perception, passive Perception 12
Challenge 5 (1,800 XP)


  • Electrical Perception. The rochun fiend is not restricted by what it can see or hear as it has no ability to see or hear anything. It perceives everything around it by sending out short electrical bursts that bounce back to the creature, allowing it to “see” that creature. It can see in any environment.
  • Electrical Shock. Once per round, on a successful hit with a tentacle attack, the rochun fiend can unleash a powerful electric shock, dealing an additional 7 (2d6) lightning damage. It can only unleash one shock per round, regardless of how many tentacles hit.
  • Invisibility. The rochun field is naturally invisible. When it strikes an enemy and discharges an electric shock, it becomes visible for an instant, then vanishes again. This makes it possible to attack the fiend, but all attacks against it suffer disadvantage as a result.


  • Multiattack. The rochun fiend makes 6 tentacle attacks each round.
  • Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (1d8+5) bludgeoning damage.


Consisting of magical energies drawn from the negative planes, the rochun fiends are invisible, appearing to the naked eye only when they attack. When visible, usually only for several seconds, they appear as huge, translucent, jellyfish-like creatures. They have hosts of tentacles dangling from an overarching dome. The dome protects their sensory organs, which are located on a large bulb in their center mass and consist of millions of small organs sensitive to electrical activity. These allow them to “see” almost anything within a short distance, usually about 30 to 40 feet.

Malleable Attackers. Though they possess a definite shape when they attack, the rochun fiend has no actual shape or form. It consists of energies, only, and usually occupies extraordinarily small spaces. It can pass under doors, through the cracks in windows, and so forth. The fiend is usually contained in glass jars. These jars appear empty to the casual observer, however, a detect magic spell will expose them as powerful magical items. When opened, a cold gas rushes out of the jar as the creature escapes. A command word, usually known only to the wizard who created the creature, sends the fiend back into the jar.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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