Koopa Troopa (5e Creature)
Koopa Troopa[edit]
Medium humanoid, lawful neutral Armor Class 15 (natural armor)
Saving Throws Con +4 ACTIONSUnarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Shell Defense. The koopa ducks into its shell, gaining a +1 bonus to AC and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. In this state, the koopa can't take bonus actions except to come out of its shell. It can also take an action to use its Shell Toss, which also accompanies its movement. Shell Toss. The koopa rapidly spins its shell before launching 30 feet in a straight line. While traveling, the koopa can bounce off of walls to continue its movement. In such a case, the koopa continues traveling in a straight line for the remainder of its movement or until it reflects off of another wall. REACTIONSShell Defense. In response to taking damage from an attack that deals bludgeoning, piercing, or slashing damage, the koopa can immediately use its Shell Defense. |
Koopas are turtle-like people who are the primary residents of the Koopa Kingdom. They have yellow skin and multiple shell colors, though green and red are the most common for commoners and basic troops. They can spin in their shells to attack, often launching off of walls to strike multiple targets or the same one multiple times. Koopas with great loyalty to Bowser can join Bowser's Minions, a group designed to assist his personal plans and take out the Mario Bros. and their allies. |
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