Fokka Knight (5e Creature)
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Medium humanoid (rito), lawful evil
Armor Class 19 (half plate, shield)
Saving Throws Dex +6, Wis +4
Brute. A melee weapon deals one extra die of its damage when the fokka hits with it (included in the attack).
Courage. The fokka has advantage on saving throws against being charmed or frightened.
Innate Spellcasting. The fokka can innately cast power beam at will, requiring no material components. Its innate spellcasting ability is Charisma.
Keen Sight. The fokka has advantage on Wisdom (Perception) checks that rely on sight.
Standing Leap. The fokka's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Multiattack. The fokka makes three attacks or casts power beam three times.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if used in two hands.
Parry. The fokka adds 3 to its AC against one melee attack that would hit it. To do so, the fokka must see the attacker and be wielding a melee weapon.
Flightless rito go by many names, but in their native tongue of Zoran the term "fokka" is most often unused. Although they lack flight, fokka have lightweight bodies built for swift movement and wield abnormal strength. Fokka knights make use of these natural advantages to make formidable warriors.
Fokka are treated as outcasts, mutants, and foul creatures by most rito capable of flight. Whether it's their natural tendency or the result of this mistreatment, most fokka have a cruel and isolating disposition. They intend to fight alone, whenever possible, and distrust almost anyone.
- Rito, the race to which this creature loosely belongs
- Fokka elite, an even more formidable fokka knight
- Fokkeru, a closely related from of monstrous rito, and one of few races to which fokka tend not to be openly hostile
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