Kommo-o (5e Creature)

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Medium dragon, any alignment

Armor Class 21 (natural armor)
Hit Points 212 (25d8 + 100)
Speed 30 ft.

19 (+4) 18 (+4) 18 (+4) 17 (+3) 16 (+3) 18 (+4)

Saving Throws Con +8
Skills Athletics +8
Damage Resistances thunder
Senses darkvision 60 ft., passive Perception 13
Languages Draconic, understands Common but can't speak it
Challenge 10 (5,900 XP)

Soundproof. The kommo-o has advantage on saving throws against effects that deal thunder damage.

Overcoat. The kommo-o can breathe normally in any environment, and it has advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).

Bulletproof. Ranged attack rolls against the kommo-o have disadvantage.

Magic Weapons. The kommo-o's weapon attacks are magical.


Multiattack. The kommo-o makes two Dragon Claw attacks.

Dragon Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) slashing damage.

Clanging Scales (Recharge 5-6). All creatures within 30 feet of the kommo-o must succeed on a DC 16 Constitution saving throw or take 45 (10d8) thunder damage, or half as much on a success. The kommo-o gains vulnerability to bludgeoning, piercing, and slashing damage until the end of its next turn.

Clangorous Soul (1/day). The kommo-o takes 55 (10d10) force damage that can't be reduced in any way. For 1 minute, or until its concentration is broken (as if concentrating on a spell), the kommo-o has advantage on all attack rolls, ability checks, or saving throws.

A Kommo-o Source

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