Creature Feature (5e): Da’no Ohn

Like a ghostly cross between a cat and a snake, many outsiders are quick to misjudge the Da’no Ohn. They are mischievous, yes, but not at all as predatory as their forms suggest. Perhaps they are the spirit of music made manifest, merriment bled into the astral realm, or perhaps they are just some ancient jovial race. Regardless, the Da’no Ohn slither along through the Astral Plane, singing and always helping those most in need. Of course, those only partially in need may find the Da’no Ohn requires some form of payment for its aid. Usually in the form of a song or joke. 

Da’no Ohn

Small aberration, chaotic good

Armor Class 14
Hit Points 33 (6d10)
Speed Fly 60 ft.

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 11 (+0) 15 (+2) 17 (+3) 17 (+3)

Saving Throws Dexterity +6, Wisdom +5
Condition Immunities Fear
Skills Deception +5, Perception +5, Persuasion +5
Senses darkvision 120 ft., passive Perception 15
Languages Celestial, Common
Challenge 2 (250 XP)

Special Traits

  • What Pretty Eyes Have Seen. Da’no Ohn have eidetic memories, remembering in perfect clarity everything they’ve experienced. This ability does not necessarily allow for understanding, although Da’no Ohn are also unusually wise in their ability to interpret foreign things with at least some accuracy. 

Actions

  • Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d8) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the Da’no Ohn can’t constrict another target.
  • Weird Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (2d6) piercing damage, and the target must succeed on a DC 15 Charisma save or is Stunned for 1 round. 
  • Innate Spellcasting (3/Day) The Da’no Ohn can innately cast Healing Word, requiring a Somatic component (a strange wriggling dance) rather than a Verbal component. Its innate spellcasting modifier is based on Charisma. 

  • Teleport (Recharge 6). The Da’no Ohn magically teleports, along with any willing adjacent creature(s), up to 200 feet to an unoccupied space it can see. Before or after teleporting, the Da’no Ohn can make a Weird Bite attack.

About

The Da’no Ohn are considered strange but not unwelcome sights by most on the Astral Plane. They are like small, legless cats, with long bodies and flat faces. Their mouths stretch long and (if they even have bones at all) they can unhook their jaws for a long snakelike bite. They rarely engage in combat, however, instead dancing and humming to themselves in a casual fashion, seemingly content to wander the often featureless (and often dangerous) Astral Plane. Da’no Ohn are friendly to all, especially those that offer stories, songs, or any other form of entertainment. However, Da’no Ohn grow uncomfortable around true cruelty, even when such acts are not committed on themselves specifically, and will leave the company of beings they think are truly evil or a threat to their personal. They are incapable of true fear but they very much like being alive and seeing others live as well. 



About Quin Callahan

Quin Callahan is a freelance writer and college level English and economics tutor of over four years experience. He has written for a variety of gaming, technology, and economics publications. His favorite animal might be the squid but he is rarely certain.

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