Tapu Koko (5e Creature)
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Tapu Koko
Medium fey, chaotic good Armor Class 17 (natural armor)
Saving Throws Dex +10 Electric Surge. A creature that touches Tapu Koko or hits it with a melee attack while within 5 feet of Tapu Koko takes 14 (4d6) lightning damage. Improved Initiative. The Tapu Koko has advantage on initiative rolls. If the campaign uses static initiative, it instead gains a +5 bonus to its initiative score. ACTIONSElectro Ball. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 33 (8d6 + 5) lightning damage, plus an amount equal to Tapu Koko's initiative count. Nature's Madness (Recharge 5-6). Tapu Koko conjures a momentary whirl of branches and vines at a point it can see within 60 feet of it. Each creature in a 30-foot cube on that point must make a DC 17 Dexterity saving throw, taking 21 (6d6) bludgeoning damage and 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one. Guardian of Alola (1/day). Tapu Koko targets one creature within 120 feet of it that it can see. The creature must succeed on a DC saving throw against the magic or take lightning damage equal to half its hit point maximum. Spark. Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 19 (4d6 + 5) lightning damage.
LEGENDARY ACTIONSThe Tapu Koko 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 Tapu Koko regains spent legendary actions at the start of its turn. Detect. Tapu Koko makes a Wisdom (Perception) check. Move. Tapu Koko moves up to half its speed without provoking opportunity attacks. Spark (Costs 2 Actions). Tapu Koko makes one spark attack. |
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