Girimekhala (5e Creature)
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Girimekhala[edit]
Huge fiend (demon), chaotic evil Armor Class 19 (natural armor)
Saving Throws Str +15, Con +13, Wis +11 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 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 weapon attacks 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. Reckless. At the start of its turn, Girimekhala can gain advantage on all attack rolls he makes during his turn, but attack rolls against it have advantage until the start of its next turn. ACTIONSMultiattack. 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 ACTIONSGirimekhala 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. |
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 LairGirimekhala 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 ActionsOn 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:
Regional EffectsThe region containing Girimekhala’s lair is warped by his magic, creating one or more of the following effects:
If Girimekhala dies, these effects fade over the next 1d10 days. Madness of GirimekhalaIf 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.
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