Akupara (Long'gui) (5e Creature)

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Akupara (Long'gui)

Gargantuan dragon, any non-evil alignment


Armor Class 23 (natural armor)
Hit Points 512 (25d20 + 250)
Speed 30 ft., burrow 30 ft., swim 100 ft.


STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 30 (+10) 14 (+2) 20 (+5) 16 (+3)

Saving Throws Dex +7, Con +17, Wis +12
Damage Resistances fire, necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, cold, poison
Condition Immunities frightened, poisoned
Senses darkvision 120 ft., passive Perception 15
Languages Aquan, Celestial, Common, Draconic, Sylvan
Challenge 23 (50,000 XP)


Amphibious. The akupara can breathe air and water.

Legendary Resistance (3/Day). If the akupara fails a saving throw, it can choose to succeed instead.

Innate Spellcasting. The akupara's innate spellcasting ability is Wisdom (spell save DC 20). It can innately cast the following spells, requiring no material components:

At will: blade ward, charm person, create or destroy water, detect magic, protection from energy, sleet storm
4/day each: control water, cure wounds, fire shield, true seeing, water breathing
2/day each: move earth, regenerate

ACTIONS

Multiattack. The Akupara makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 40 (4d12 + 10) piercing damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 20 (2d8 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be pushed up to 10 feet away from the akupara and knocked prone.

Tsunami Breath (Recharge 5-6). The akupara exhales poisonous gases, streams of acid or freezing cold seawater in a 60-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (24d6) acid, cold or poison damage (the akupara's choice) on a failed save, or half as much damage on a successful one.


LEGENDARY ACTIONS

The akupara can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The akupara regains spent legendary actions at the start of its turn.

Detect. The akupara makes a Wisdom (Perception) check.
Tail Attack. The akupara makes a tail attack.
Bite (Costs 2 Actions). The akupara makes one attack with its bite.
Cast a Spell (Costs 3 Actions). The akupara casts a spell from its list of spells, expending a use as normal.

Akupara or long'gui are massive dragons that are closely related to dragon turtle with an affinity to the water element and some aspects of earth. They cannot fly but they can swim incredibly fast and they are capable of burrowing in sand. It is not uncommon for them to sleep for eons near islands and their backs slowly develop trees, grass, and soil as well as small primates and birds sleeping on their backs. They are a brilliant dark jade green mixed with dark blues and teals, occasionally with a few golden and brilliant pearl scales fond on their titanic frames. Some akupara are dark blue with white scales beneath from swimming about in the deep sea while others that live in massive lakes become a very verdant green, sailors have even encountered a white-pink mother of pearl akupara near island shores.
Generally, these giants are gentle behemoths enjoy devouring kelp forests, parts of coral reefs, or schools of krill and fish. When they are hungry they can eat great quantities of food but after they generally try to feast on food which has already died like kelp which has washed ashore or a rotting whale carcass. These creatures have been nicknamed "world turtles" due to Eastern mythology and the fact that sleeping akupara can literally have a small island habitat living on it's back. Fishing villages that find a sleeping akupara sometimes gently awaken the massive creature for its advice and to ask them what the world is like and the wonders of the ocean. Generally, most of these titans are incredibly gentle and tell wondrous stories of times long past and encounters with strange sea creatures and so forth, or children and villagers can easily ride on their back's from island to island.
Some of these behemoths don't like mortals, they keep to themselves while others become enraged due to the mortal races plundering their shoals and they fall to darkness. These occasional akupara that become evil will wipe out whole islands of the local tribes and smash or capsize the ships of foolish merchants who come close.


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