Duke Fishron (5e Creature)

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Duke Fishron[edit]

Huge dragon, chaotic neutral


Armor Class 20 (natural armor)
Hit Points 246 (17d12 + 136)
Speed 20 ft., fly 60 ft., swim 60 ft.


STR DEX CON INT WIS CHA
30 (+10) 22 (+6) 26 (+8) 7 (-2) 18 (+4) 11 (+0)

Saving Throws Str +12, Int +5, Cha +6
Skills Perception +10, Stealth +7
Damage Resistances cold
Condition Immunities frightened, grappled, restrained
Senses darkvision 60 ft., passive Perception 12
Languages understands Draconic but can't speak
Challenge 17 (18,000 XP)


Amphibious. Duke Fishron can breathe air and water.

Charge. If Duke Fishron moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be pushed 10 feet away from Duke Fishron and knocked prone.

Incorporeal Movement. Duke Fishron can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object.

Legendary Resistance (3/Day). If Duke Fishron fails a saving throw, he can choose to succeed instead.

Relentless (Recharges after a Short or Long Rest). If the Duke takes 50 damage or less that would reduce him to 0 hit points, he is reduced to 1 hit point instead.

ACTIONS

Multiattack. Duke Fishron may use his Dark Fog. He then makes two melee attacks, one of which he can substitute with his Detonating Bubbles.

Gore. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be pushed 10 feet away from Duke Fishron and knocked prone.

Detonating Bubbles. Duke Fishron blows a stream of large, opalescent bubbles in a 90-ft. cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 13 (2d12) thunder damage and being deafened for 1 minute on a failed save, or taking half as much damage on a successful one. Creature that can see Duke Fishron and are wielding a melee weapon may use their reaction to attempt to burst bubbles which approach, gaining advantage on their save and taking half damage on a failure or none on a success.

Sharknado (Recharge 6). Duke Fishron waves his fins, magically summoning a water tornado at 2 points he can see within 90 ft. of him. These tornadoes are cylinders 10 ft. wide and 60 ft. tall. When a creature other than Duke Fishron enters this area for the first time on a turn or starts its turn there, it makes a DC 18 Strength saving throw, taking 9 (2d6 + 2) bludgeoning damage on a failed save or half as much on a success. Additionally, at the start of Duke Fishron's turn, each creature of his choice within 10 ft. of a tornado must make a DC 16 Dexterity saving throw as a draconic shark leaps out at it, dealing 16 (3d8 + 3) piercing damage on a failed save or half as much on a success. Duke Fishron can use a bonus action to move either or both tornadoes up to 10 ft. in any direction, and they persist for 1 hour or until his death.

Dark Fog (1/Day). Duke Fishron magically creates a cloud of thick blue fog in a 120-ft. radius. The cloud spreads around corners, and that area is lightly obscured to creatures other than Duke Fishron. While within this cloud, Duke Fishron can use a bonus action to magically teleport, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see that is within the fog. Additionally, he gains an extra action he can only use to make a melee attack; if he does so, attack rolls against him have advantage until the start of his next turn. A strong wind disperses the cloud, which otherwise disappears after 1 minute.


LEGENDARY ACTIONS

The Duke Fishron 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 Duke Fishron regains spent legendary actions at the start of its turn.

Move. Duke Fishron moves up to half his speed.
Blow Bubble. Duke Fishron blows a bubble towards a creature he can see with 60 ft., which must make a DC 16 Dexterity saving throw, taking 7 (1d12) thunder damage on a failed save or half as much on a success. Creatures that can see Duke Fishron and are wielding a melee weapon may use their reaction to attempt to burst the bubble, gaining advantage on their save and taking half damage on a failure or none on a success.

This reclusive shark-dragon-pig mutant is seldom seen, only surfacing from the depths of the ocean in search of a rare, savory type of worm. Pigrons are an unusual arctic hybrid of pig and dragon which use their tusks and natural ability to pass through solid matter to hunt; given their already elusive and mysterious nature, it is unknown how or even if the Duke is related to the terrestrial pigron, but he does share their selective incorporeality and a vaguely similar shape. Duke Fishron is a rotund green shark the size of a small house, sporting draconic wings, webbed fins, and wicked tusks, and capable of manipulating the ocean to form cyclones or concealing fog banks.

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