Articuno (Galar) (5e Creature)
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Articuno (Galar)[edit]
Medium monstrosity, neutral evil Armor Class 16 (natural armor)
Saving Throws Dex +9, Int +11, Wis +8, Cha +11 Competitive. When Articunois forced to roll disadvantage on a saving throw or attack roll it makes, which is caused by a hostile creature's spell or ability, its next spell attack has a +5 bonus to its attack and damage rolls. ACTIONSMultiattack. Articuno makes 2 freezing glare attacks. Freezing Glare. Ranged Spell Attack: +11 to hit, range 90 ft., one creature. Hit: 37 (9d6 + 6) psychic damage and the target must make a DC 19 wisdom save or be restrained in psychic energy. A creature can repeat this save using an action. Once a creature saves against this effect, they are immune to it for the next minute. Ancient Power (5/day). Articuno summons and throws chunks of ancient rock at a creature they can see within 60 feet of it. The target must make a DC 19 Dexterity saving throw, taking 7 (2d6) bludgeoning damage on a failure. In addition, if the target fails the save, Articuno gains a +1 bonus to its armor class, attack rolls, initiative bonus, saving throw DCs, and saving throws it makes for 1 minute. REACTIONSTrick Room. As a reaction to rolling initiative, after rolling, Articuno can use a reaction to reverse the order, starting from the lowest roll and moving up to the highest. LEGENDARY ACTIONSThe 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 regains spent legendary actions at the start of its turn. Detect. Articuno makes a Wisdom (Perception) check. Recover (Costs 3 Actions). Articuno regains 26 (4d12) hit points. |
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