Kopoll (5e Creature)
Kopoll[edit]
Medium fey, any chaotic alignment Armor Class 14 (natural armour)
Proficiency Bonus +2 Laughter of the Forest. Any creature, other than a kopoll, that starts its turn within 20 feet of the kopoll and can hear it must make a DC 11 Wisdom saving throw. A creature within the areas of two or more kopolls makes the saving throw with disadvantage. On a failure, the creature takes 2 (1d4) psychic damage. Tree Stride. Once on its turn, the kopoll can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. ACTIONSClaw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. Sling. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
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The kopoll are nature spirits, who came into existence as guardians of the forest. They are born from kopo trees, ancient behemoths of the forest. A kopoll grows from its branches much like a fruit would, and once it has grown too heavy, it snaps off. Due to this, kopoll do not have a universal size or build; some still have part of their umbilical branch attached to them, from the part where it broke off. It is said that when a kopoll is born and falls from the tree, the first thing it does is let out a burst of iconic, shrill laughter. It is said that any kopoll that can hear it, echoes the laugh, and runs towards the birthplace. Forest Bands. While not necessarily acting in groups, a group is where the kopoll thrives. They have been observed to run or dance together, to toy with intruders together, all while laughing their iconic laugh and occasionally echoing words spoken. Individually, a kopoll is not much of a threat but more a nuisance—only when they group up do they turn dangerous. Generally the size of such a group ranges from three to ten, though occasionally they have been observed. Such a group of kopoll is, fittingly, called a laughter of kopoll. Wooden Body. The longer a kopoll lives, the dryer its wooden body becomes. It turns more brittle, and lights much easier. A kopoll that dies of old age essentially freezes in place as the life escapes the wood. The husk is left behind, in whatever pose it had struck. Throughout forests with a kopo tree at its heart, one can stumble upon such kopoll husks standing or lying about. Though most such husks are gathered by other kopoll to construct a maze of wood around the kopo tree. Variant: Flametouched KopollDuring the summer season, kopoll from certain kopo trees have been shown to spontaneously combust. When this happens, their twig-mane is either aflame or smoldering, and the fire doesn't seem to hurt them. Flametouched kopoll have been seen lighting fire to crop fields, roofs of buildings, and sometimes even cattle tails or people's clothes. Flametouched kopoll have resistance to fire damage, and often use flaming twigs plucked straight from their mane as weapons. A flametouched kopoll gains the following attack: Flame Whip. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 3 (1d4 + 1) slashing damage and 2 (1d4) fire damage. Variant: Dormant KopollIn the winter, kopoll from certain kopo trees return to their kopo and latch on to its branches again, hanging from the tree not unlike unbirthed kopoll. Such a dormant kopoll becomes completely inactive during winter, so long as it isn't severed from the kopo tree. Dormant kopoll that don't make it to their kopo in time latch on to other trees or roots in a similar fashion, though they do not survive this. A forest in which dormant kopoll reside can thus be identified by kopoll husks hanging from random trees. A dormant kopoll gains the following trait: Ambusher. The kopoll has advantage on attack rolls against any creature it has surprised. |
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