Brekekekex (5e Creature)
Brekekekex[edit]
Medium monstrosity, unaligned Armor Class 16 (natural armor)
Skills Acrobatics +6, Perception +3 Amphibious. The brekekekex can breathe air and water. Combat Bioconstruct. The brekekekex is designed to carry and be directed by a pilot, which can be any Tiny creature; while piloted, it uses the Intelligence ability score of its pilot and is immune to psychic damage. The pilot uses the senses of the brekekekex and is treated as being in total cover, but any psychic damage the brekekekex would take instead targets the pilot. Frog Legs. The brekekekex's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start; it can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check; and it treats all ground as difficult terrain. ACTIONSMutiattack. The brekekekex uses its energy beam, if recharged, then makes one attack with its tail stinger. Energy Beam (Recharge 4-6). Up to 2 creatures the brekekekex can see within 120 feet must succeed on a DC 16 Dexterity saving throw or take 28 (8d6) fire damage each. Tail Stinger. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 16 (3d8 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw. On a failed save, a creature takes 11 (2d10) acid damage and is paralyzed until the end of its next turn. On a successful save, a creature takes half as much damage and isn't paralyzed.
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Actually an ordinary frog shaped and mutated by magic to serve as a powerful battle mount for a diminutive but highly intelligent race, the brekekekex has a small chamber in its brain where another creature can override all motor functions and directly receive outside sensory input. Although sapient in its own right, an unpiloted brekekekex is a wholly different creature from one being piloted: bestial and aggressive, it stakes out a territory to defend and will sadistically blast helpless creatures with its twin eye blasters. |
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