Aspect of King Ghidorah (5e Creature)

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Aspect of King Ghidorah[edit]

Huge monstrosity (titan), neutral evil


Armor Class 19 (natural armor)
Hit Points 290 (20d12 + 160)
Speed 40 ft., fly 70 ft.


STR DEX CON INT WIS CHA
27 (+8) 20 (+5) 26 (+8) 15 (+2) 15 (+2) 20 (+5)

Saving Throws Str +14, Dex +11, Con +14, Int +8, Wis +8, Cha +11
Skills Athletics +14, Perception +8
Damage Resistances fire, force, necrotic, poison; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities lightning
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 18
Languages understands Common and Draconic but can't speak
Challenge 20 (25,000 XP)


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

Magic Resistance. The aspect of King Ghidorah has advantage on saving throws against spells and other magical effects.

Magic Weapons. The aspect of King Ghidorah's weapon attacks are magical.

Gravity Aura. At the start of each of the aspect of King Ghidorah's turns, each creature within 5 feet of it takes 7 (2d6) fire damage, 7 (2d6) force damage and 7 (2d6) lightning damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the aspect of King Ghidorah or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage, 7 (2d6) force damage and 7 (2d6) lightning damage.

Regeneration. The aspect of King Ghidorah regains 20 hit points at the start of its turn if it has at least 1 hit point.

Multiple Heads. The aspect of King Ghidorah has three heads. While it has more than one head, the aspect of King Ghidorah has advantage on saving throws against being blinded, charmed, deafened, stunned, and knocked unconscious.
Whenever the aspect of King Ghidorah takes 40 or more damage in a single turn, one of its heads dies.
If all its heads die, the aspect of King Ghidorah dies. At the end of its turn, it grows the heads back which died since its last 3 turns, unless it has taken fire or radiant damage since its last turn. The aspect of King Ghidorah regains 15 hit points for each head regrown in this way.

ACTIONS

Multiattack. The aspect of King Ghidorah makes as many bite attacks as it has heads, followed by a tail attack.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one large or larger target. Hit: 21 (2d12 + 8) piercing damage plus 10 (4d4) force damage plus 10 (4d4) lightning damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 18 (2d10 + 8) bludgeoning damage.

Gravity Beam (Recharge 5-6). The aspect of King Ghidorah exhales burning radiation in a 500-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Constitution saving throw, taking 16 (3d10) fire damage, 11 (2d10) force damage and 11 (2d10) lightning damage on a failed save or half as much damage on a successful one.


LEGENDARY ACTIONS

The aspect of King Ghidorah 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 aspect of King Ghidorah regains spent legendary actions at the start of its turn.

Charge. The aspect of King Ghidorah moves up to half its movement speed.
Detect. The aspect of King Ghidorah makes a Wisdom (Perception) check.
Tail (Costs 2 Actions). The aspect of King Ghidorah makes a tail attack.

The three-headed monster known as King Ghidorah is an armless, bipedal, golden and yellowish-scaled draconic creature with three heads, two fan-shaped wings and two tails. King Ghidorah is the eternal archenemy of Godzilla and an enemy of Mothra and creates aspects to further its goals of spreading carnage and destruction. An aspect of King Ghidorah is a perfect replica of its creator, though far smaller.
If an aspect of King Ghidorah meets an aspect of Godzilla or Mothra, the two will engage in a battle of such terrifying magnitude that it levels the land for miles in all directions

4.00
(one vote)

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