Hockomonkey (5e Creature)
Hockomonkey[edit]
Gargantuan fey (dream eater), chaotic neutral Armor Class 16 (natural armor)
Saving Throws Str +7, Dex +7 Magic Hands (1/Turn). When the hockomonkey hits a creature with a melee attack, the hockomonkey can force that creature to make a DC 15 Wisdom saving throw. On a failed save, the creature falls asleep for 1 minute. ACTIONSMultiattack. The hockomonkey makes two attacks. Strong Arm. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. This is a magic weapon attack. Extending Arm. Melee Weapon Attack: +7 to hit, reach 20 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. This is a magic weapon attack. Hammer Punch (Recharge 6). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage. This is a magic weapon attack. Guard Bomb. (Recharge 6) The Hockomonkey retreats into its box and creates a magical explosion. Each creature within 30 feet of the hockomonkey must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) fire damage and falls asleep for 1 minute or until it takes any damage. On a successful save, a creature takes half as much damage and doesn't fall asleep. BONUS ACTIONSGiant Leap. The hockomonkey jumps up 30 feet without provoking opportunity attacks.
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