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The Sage Camel

Large undead, lawful good

Armor Class 16 (natural armor)
Hit Points 178 (21d10 + 63)
Speed 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 20 (+5) 21 (+5) 19 (+4)

Saving Throws Dexterity +8, Constitution +8, Intelligence +10, Wisdom +10
Skills Arcana +10, History +10, Insight +10, Perception +10, Survival +10
Damage Resistances acid, cold, fire, , thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver
Damage Immunities necrotic, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., truesight 30 ft., passive Perception 20
Languages Abyssal, Celestial, Common, Infernal, Primordial
Challenge 16 (15,000 XP)

Special Traits

  • Incorporeal Movement. The sage camel can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Magic Resistance. The sage camel has advantage on saving throws against spells and other magical effects.
  • Prescient Weapons. The sage camel’s weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 4d8 force damage (included in the attack).
  • Precognition (1/turn). The sage camel has advantage on his next attack roll, ability check, or saving throw.
  • Shadow Sight. Magical darkness doesn’t impede The sage camel’s darkvision.
  • Shadow Stealth. While in dim light or darkness, The sage camel can take the Hide action as a bonus action.
  • Shadow Walk (2/day). As a bonus action while in dim light or darkness, The sage camel can teleport to an unoccupied space it can see within 30 feet that is also in dim light or darkness.
  • Share Intuition. As a bonus action, The sage camel shares some of his precognition with one ally within 30 feet. The ally has advantage on its next attack roll, ability check, or saving throw.
  • Spellcasting. The sage camel is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The sage camel has the following spells prepared:
  • Sunlight Sensitivity. While in sunlight, the sage camel has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Undead Nature. The sage camel doesn’t require air, food, drink, or sleep.

Actions

  • Multiattack. The sage camel makes one Bite attack and two Hooves attacks.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 18 (4d8) force damage.
  • Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage plus 18 (4d8) force damage.
  • Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 32 necrotic damage and the target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
  • Spit (recharge 5–6). The sage camel spits blinding saliva in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw. On a failure, a creature takes 54 (12d8) acid damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn’t blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene