Dokufu (Kumo no Kami) (5e Creature)

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Dokufu (Kumonokami)[edit]

Gargantuan fiend, neutral evil or any other evil

Armor Class 19 (natural armor)
Hit Points 400 (24d20+144) (d20)
Speed 50 feet. 70 feet crawling. 50 Feet Burrowing.

30 (+10) 14 (+2) 30 (+10) 20 (+5) 18 (+4) 20 (+5)

Saving Throws Dexterity + 8, Constitution + 12, Wisdom + 10
Damage Vulnerabilities Lightning, Thunder
Damage Resistances Force, Psychic
Damage Immunities Necrotic, Poison, Acid
Condition Immunities Poisoned, Fear
Senses Darkvision 200 ft. Blindsight 120 ft., passive Perception 20
Languages Draconic, Oni, Bakemono, Common, Telepathy 120 ft.
Challenge 22 (41,000 XP)

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

Magic Weapons. The Dokufu/Kumonokami weapon attacks are magical.

Spider Climb. The Dokufu/Kumonokami can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the Dokufu/Kumonokami knows the exact location of any other creature in contact with the same web.

Web Walker. The Dokufu/Kumonokami ignores movement restrictions caused by webbing.

Spellcasting. The Dokufu/Kumonokami is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +11 to hit with spell attacks). The Dokufu/Kumonokami can cast disguise self and invisibility at will and has the following wizard spells prepared:

Cantrips (at will): Web, Darkness, mage hand, prestidigitation, Blade Ward Acid Arrow

1st level (4 slots): detect magic, identify, Find Familiar, Sleep.

2nd level (3 slots): detect thoughts, mirror image, Invisibility, See Invisibility.

3rd level (3 slots): counterspell, Dispel Magic, Spike Growth, Major Image.

4th level (3 slots): Black Tentacles, Dimension Door, Cloudkill.

5th level (3 slots): Dominate Person, Scrying, Passwall.

6th level (1 slot): Programmed Illusion.

7th level (1 slot): Mirage Arcane.

8th level (1 slot): Dominate Monster.

9th level (1 slot): Weird


Multiattack. The Dokufu/Kumonokami can cast two spells. It then makes three attacks: two with its sword leg, and one with its bite.

Gargantuan Spider Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 10) slashing damage, and the target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. one a succesful hit the target must also succeed on a DC 21 Strength check and be grappled in the Fangs and mandibles of the Kumonokami. next turn the spider can perform a bite attack as a reaction and if the character fails another strength check they are swallowed by the Dokufu and each turn the character is inside the Kumonokami they suffer 30 bludgeoning damage and 30 acid damage but must cut their way out for at least 40 damage.

Sword leg. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage.

Aura of Terror. Each creature of the the Kumo-no-Kami's choice within 120 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the spider lord is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the spider lord's Frightful Presence for the next 24 hours.

Arachnid Swarm (Recharge 5-6). The Dokufu/Kumonokami blasts a swarm of hungry, poisonous spiders in a 90-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking (10d6) piercing damage and 30 (10d6) poison or necrotic damage on a failed save, or half as much on a successful one. If the damage reduces the target to 0 hit points, the target dies, and its body turns into a swarm of spiders loyal to the spider lord.


The 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. Cantrip. The Dokufu/Kumonokami casts a cantrip.

Extra sword-leg attack. perform an extra leg attack.

Sword-leg rampage. (Cost 2 actions) all creatures near Dokufu/Kumonokami in 20 feet area are attacked by a sword leg.

Double Spell (Costs 2 Actions). The Dokufu/Kumonokami cast two spells.

Triple Spell (Costs 3 Actions). The Dokufu/Kumonokami cast three spells.

These Ancient creatures have existed before the great schism of Dhuka and Nirvana but they were already corrupted before the times of the Antediluvian floods. They are massive spiders with incredible intelligence that generally live in the deepest caverns of the world and they are masters of domination and illusion. They manipulate people and prey to fall into deadly traps or fight amongst each other. They also love to burrow in the sand deep in the soil of deserts, jungles and other areas with soft soil to ambush their prey, There presences is readily avalaiable especially in rivers valley's in grasslands because web's can litterally be seen everywhere hanging from the trees and covering the entire ravine with shady webbing, swarms of large spiders can be seen running across these webs, some the size of people's hands and even heads.

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