Girimekhala (5e Creature)

From D&D Wiki

Jump to: navigation, search


Huge fiend (demon), chaotic evil

Armor Class 19 (natural armor)
Hit Points 337 (27d12 + 162)
Speed 50 ft.

26 (+8) 12 (+1) 22 (+6) 14 (+2) 18 (+4) 18 (+4)

Saving Throws Str +15, Con +13, Wis +11
Skills Athletics +15, Perception +11
Damage Resistances cold, fire; bludgeoning, piercing, and slashing damage from nonmagical attacks
Damage Immunities lightning, poison, thunder
Condition Immunities deafened, frightened, poisoned
Senses truesight 120 ft.; passive Perception 21
Languages Abyssal; telepathy 120 ft.
Challenge 24 (62,000 XP)

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

Innate Spellcasting. Girimekhala’s spellcasting ability is Charisma (spell saving throw DC 19, +11 to hit with spell attacks). Girimekhala can innately cast the following spells, requiring no material components: At-will: darkness, fly, gaseous form, hypnotic pattern, misty step
3/day each: banishment, dimension door, hold monster, teleport
1/day each: imprisonment, plane shift

Limited Magic Immunity. Girimekhala can’t be affected or detected by spells of 6th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects.

Magic Weapons. Girimekhala’s weapons are magical.

Misfortune Cone. Girimekhala’s third eye creates an invisible, magical 150-foot cone of chaotic energy. At the start of each of his turns, Girimekhala decides which way the cone faces and whether the cone is active.
Any creature in that area that isn’t a fiend, an undead, or a construct has disadvantage on all attack rolls and saving throws.

Reckless. At the start of its turn, Girimekhala can gain advantage on all attack rolls it makes during its turn, but attack rolls against it have advantage until the start of its next turn.


Multiattack. Girimekhala uses his Frightful Presence. He then makes four attacks: one with his scimitar, one with his javelin, one with his handaxe and one with his mace.

Scimitar. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) slashing damage and 10 (3d6) poison damage.

Javelin. Melee or Ranged Weapon Attack: +15 to hit, reach 10 ft. or range 30/120 ft., one target. Hit: 18 (3d6 + 8) piercing damage and 10 (3d6) lightning damage. If thrown, the javelin returns to Girimekhala's hand after hitting a creature.

Handaxe. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (3d4 + 8) slashing damage and 10 (3d6) acid damage.

Mace. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) bludgeoning damage and 10 (3d6) thunder damage.

Trunk. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 23). Until the grapple ends the target is restrained, the target has disadvantage on saving throws against Girimekhala’s Trumpet action, and Girimekhala can’t make trunk attacks against another target.

Fling. One Medium or smaller object held or creature grappled by Girimekhala is hurled up to 60 feet in a random direction and knocked prone. If the thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target was thrown at another creature, that creature must succeed on a DC 23 Dexterity saving throw or take the same damage and be knocked prone.

Frightful Presence. Each creature of Girimekhala’s choice that is within 120 feet of Girimekhala and aware of him must make a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, 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 Girimekhala’s Frightful Presence for 24 hours.

Trumpet (Recharge 5-6). Girimekhala lets out a magical bellow that is audible for 1 mile. Each creature within a 60 foot radius of Girimekhala that isn’t a demon must make a DC 21 Constitution saving throw, taking 63 (18d6) thunder damage on a failed save, or half as much damage on a successful one. On a failed save, a target is also deafened for 1 minute.


Girimekhala 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. Girimekhala regains spent legendary actions at the start of his turn.

Grasp. Girimekhala makes a trunk attack.
Fling. Girimekhala uses Fling.
Trembling Strike (Costs 2 Actions). Girimekhala strikes the ground with his mace, triggering an earth tremor. All other creatures on the ground within 60 feet of Girimekhala must succeed on a DC 23 Strength saving throw or be knocked prone.

Girimekhala is the lord of the gajasuras. He appears as a towering gajasura with dark blue skin dappled with patches of neon green, four arms, and a third, oversized eye in the center of his forehead which blazes like a sun. He is the eldest and cleverest of his kind, and has slain countless devils on the frontlines of the Blood War, but he is no strategist, and in the heat of battle his bloodlust quickly overwhelms his tactical sense. Because of this hotheadedness, more intelligent fiends have been able to outwit and even defeat him, though his retreats are always temporary.

Girimekhala is a fearsome foe. Not only does he possess even greater strength and ferocity than a normal gajasura, his multiple arms allow him to wield multiple magical weapons, including an enchanted javelin—Vajra—that crackles with lightning and always returns to his hand after being thrown. His trumpeting is an order of magnitude more potent than that of his gajasura minions as well, and his thundering cries can be heard from miles away. His most dangerous weapon is his third eye, for it brings misfortune to all who fall under its seething gaze.

Girimekhala rules the Abyssal realm of Mara-Shiva, a tortured landscape of fractured badlands, dense jungle, and crumbling ruins. The entire realm is wracked by constant lightning storms, and their sheer volume and intensity can leave an unprotected traveller blind and deaf within seconds of arrival. The only shelter to be found lies within the ruined cities, each of which is ruled by one of Girimekhala’s gajasura lieutenants.

Back to Main Page5e Homebrew5e Creatures

Home of user-generated,
homebrew pages!