Girimekhala (5e Creature)

From D&D Wiki

Jump to: navigation, search

Girimekhala[edit]

Huge fiend (demon), chaotic evil


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


STR DEX CON INT WIS CHA
26 (+8) 12 (+1) 22 (+6) 14 (+2) 18 (+4) 21 (+5)

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)


Innate Spellcasting. Girimekhala’s spellcasting ability is Charisma (spell save DC 20). 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

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

Magic Resistance. Girimekhala has advantage on saving throws against spells and other 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.

ACTIONS

Multiattack. Girimekhala 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 or Ranged Weapon Attack: +15 to hit, reach 10 ft. or range 20/80 ft., one target. Hit: 18 (3d6 + 8) slashing damage and 10 (3d6) acid damage. If thrown, the handaxe returns to Girimekhala's hand after hitting a creature.

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.

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.

LEGENDARY ACTIONS

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.
Inspire Madness (Costs 2 Actions). Girimekhala forces a creature he can see within 50 feet to succeed on a DC 20 Wisdom saving throw or descend into madness as determined by the Madness of Girimekhala table. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Madness of Girimekhala for the next 24 hours.

Girimekhala, the Prince of Thunder and Woe, 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.

Girimekhala's Lair

Girimekhala rules Mara-Shiva, a layer of the Abyss wracked by perpetual lightning storms. Its forests of dry, twisted trees catch fire only when unwary travelers try to take shelter from the storm and grow back within days of burning down, and the welcoming caves of the deep ravines are prone to collapse when occupied by non-demons. True sanctuary exists only within the Eye of the Storm, a spherical floating palace where Girimekhala holds court: it resembles a radiant sun on the rare occasions when the demon lord is not fighting on the front lines of the Blood War, and an annular eclipse when he is absent.

Lair Actions

On initiative count 20 (losing initiative ties), Girimekhala takes a lair action to cause one of the following effects; Girimekhala can't use the same effect two rounds in a row:

  • Lightning strikes up to four points Girimekhala can see within 120 feet. Each creature within a 10-foot radius of one of those points must succeed on a DC 20 Dexterity saving throw or take 14 (4d6) lightning damage.
  • Girimekhala casts bane as a 4th-level spell, with a range of 60 feet. He does not need to maintain concentration on the spell, which ends on initiative count 20 of the next round.
  • A fissure—5 feet wide, 10 feet long, and 20 feet deep—opens at a point Girimekhala can see within 240 feet. Any creature within the fissure's space that is Medium or smaller must succeed on a DC 20 Dexterity saving throw or fall into the fissure and land prone. The fissure closes on initiative count 20 of the next round, inflicting 28 (8d6) bludgeoning damage to any creature still inside.

Regional Effects

The region containing Girimekhala’s lair is warped by his magic, creating one or more of the following effects:

  • storms rage constantly within 6 miles of the lair. Creatures that aren't demons have disadvantage on ranged attack rolls and on Wisdom (Perception) checks based on hearing or sight.
  • Elephants and other large herbivores within 1 mile of the lair become highly aggressive and territorial, even toward members of their own herd.
  • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 20 Wisdom saving throw or descend into madness determined by the Madness of Girimekhala table. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Madness of Girimekhala for the next 24 hours.

If Girimekhala dies, these effects fade over the next 1d10 days.

Madness of Girimekhala

If a creature goes mad in Girimekhala's lair or within line of sight of the demon lord, roll on the Madness of Girimekhala table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.

d100 Flaw (lasts until cured).
01-20 "Go outside? Are you crazy?! I could get struck by lightning at any time!"
21-40 "The sun is watching me. It’s waiting for me to screw up so it can laugh at my failures."
41-60 "Does anyone else hear that rumbling? Is that thunder, or is it a stampede?"
61-80 "What's the point of even trying? We're just going to fail anyway."
81-00 "An elephant never forgets, and it never forgives. Neither do I."



Back to Main Page5e Homebrew5e Creatures

Home of user-generated,
homebrew pages!


Advertisements: