Kratos (5e Creature)

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Kratos[edit]

Titanic dragon, neutral


Armor Class 34 (natural armor)
Hit Points 4953 (50d100 + 1342)
Speed 1200 ft.,fly 1 mile, swim 1200 ft


STR DEX CON INT WIS CHA
50 (+20) 50 (+20) 50 (+20) 50 (+20) 50 (+20) 50 (+20)

Saving Throws Str +58, Dex +48, Con +48, Int +48, Wis +48, Cha +48
Skills Acrobatics +48, Animal Handling +48, Arcana +48, Athletics +48, Deception +48, History +48, Insight +48, Intimidation +48, Investigation +48, Medicine +48, Nature +48, Perception +48, Performance +48, Persuasion +48, Religion +48, Sleight of Hand +48, Stealth +48, Survival +48
Damage Resistances all types of damage
Damage Immunities force, psychic, fire, necrotic, radiant, cold, poison, lightning, acid, damage from nonmagical attacks
Condition Immunities all types of conditions
Senses passive Perception 46., truesight, blindsight 1 mile, tremorsense 1 mile
Languages all, telepathy 18 miles
Challenge 50 (1,220,000 XP)


Eternal Flame. All fire damage dealt by kratos bypasses resistances and immunities. Additionally, if a creature would normally regain hit points when subjected to fire damage, it's instead treated as having immunity to fire damage.

Eternal Form. The dragon’s ability scores and maximum hit points can't be reduced. He is immune to disease and magic can't put him to sleep. He can't be possessed, surprised, or affected by spells and other magical effects that would destroy or alter his form against his will, banish him, or instantly cause him to die or drop to 0 hit points.

Flaming Absorption. Whenever the dragon is subjected to fire or radiant damage, it takes no damage and instead regains a number of hit points equal to the fire or radiant damage dealt.

Flaming Power. The dragon’s claw, tail, and bite attacks are magical. When the dragon hits with an attack or spell, the attack deals an extra 20d12 fire damage (included in the attack).

Greater Restoration. The dragon regains 700 hitpoints at the start of his turn.

power of a deity. The dragon is immortal, no spell is able to kill the dragon instantly, and the dragon has an advantage against breath weapon attacks

Heavyhand. Whenever the dragon would add his Strength modifier to a roll, he instead adds his Strength score (included in attacks). Additionally, the dragon’s attacks count as magical for the sake of overcoming resistances and immunities.

Innate Spellcasting. The dragon can innately cast these spells using Charisma as its spellcasting modifier (save DC 32, +24 to hit):

At will: all cantrips and 1st-3rd level spells

7/day each: all 4th-5th level spells

5/day each: all 6th-8th level spells

3/day each: all 9th level spells

Legendary Resistance (10/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Omniproficient. The dragon is proficient in all skills and tools.

Prescient. The dragon cannot be surprised and always goes first in initiative order. The dragon also has advantage on all investigation, insight, and perception checks, along with all wisdom saving throws. Additionally, the dragon knows when it hears a lie.

Siege Monster. The dragon deals triple damage to objects and structures, and ignores any resistances and immunities that structures have.

Telepathic. The dragon can telepathically communicate with all creatures that it can see.

Ultimate Criticals. The dragon lands a critical hit on a roll of 16-20.

World Breaker. The dragon's weapon attacks gain an additional 10 hit dice (included in attacks). Additionally, whenever the dragon lands a melee attack, a blast is produced in a 300 ft radius around the location of the strike. All creatures within that radius must succeed on a DC 32 Dexterity saving throw, taking 84 (12d12) force damage + 140 (20d12) fire damage on a failed save, or half as much on a successful one. A creature that fails the saving throw is additionally knocked back 240 ft and falls prone, while a creature that succeeds on the saving throw is knocked back 120 ft and does not fall prone. The dragon is immune to this effect.

ACTIONS

Action Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage. Multiattack. The dragon can use its Frightful Presence. It then makes nine attacks: two with its bite, one with its tail and four with its claws. It may use its Crush or Swallow in place of its bite.

Bite. Melee Weapon Attack: +44 to hit, reach 90 ft., 10 targets. Hit: 150 (20d10 + 30) piercing damage plus 140 (20d12) fire damage.

Claw. Melee Weapon Attack: +44 to hit, reach 120 ft., 10 targets. Hit: 130 (20d8 + 30) slashing damage plus 140 (20d12) psychic damage.

Tail. Melee Weapon Attack: +44 to hit, reach 1,500 ft., 20 targets. Hit: 162 (22d10 + 30) bludgeoning damage plus 140 (20d12) fire damage.

Wings. Ranged Weapon Attack: +44 to hit, reach 1,200 ft., all creatures within range. Hit: 155 (25d8 + 30) bludgeoning damage + 140 (20d12) fire damage. All creatures hit by this attack must succeed on a DC 30 Strength saving throw or be pushed back 300 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.

Crush. The dragon attempts to crush its foes underneath it using its weight. All creatures in the dragon's space must make a DC 32 Dexterity saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes grappled by the dragon (escape DC 32). While grappled in this manner, a creature is also considered prone and restrained, and takes 102 (12d10 + 30) bludgeoning damage at the start of each of the dragon's turns. A creature is freed from this grapple when the dragon moves.

Frightful Presence. Each creature of the dragon's choice that is within 1 mile of the dragon and aware of it must succeed on a DC 32 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Healing Touch (10/Day). The dragon chooses another creature. The target magically regains all hit points and is freed from any curse, disease, poison, blindness, or deafness, magical or otherwise.

Breath Weapon (Recharge 3-6). The dragon uses one of its breath weapons. The breath weapon has a DC of 40. On a failed save the target takes full damage. On a successful save the target takes half damage.

  • Plasma beam. 1 mile x 100 ft line, 4000 (666d12) fire damage plus 2500 (208d12) force damage, Con saving throw, all non animated objects are destroyed if the attack touches it
  • Radiant Breath. 1 mile x 100 ft line, 3000 (250d12) radiant damage, Dex saving throw
  • psionic breath. 1 mile cone, 3000 (250d12) psychic damage, Int saving throw

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form.


LEGENDARY ACTIONS

The kratos can take 10 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. The kratos regains spent legendary actions at the start of its turn.

Teleport (Costs 2 Actions). the dragon can teleport 5 miles to an unoccupied space.

Hurl Through Avernus (Costs 2 Actions). kratos targets a creature she is grappling. The creature must succeed on a DC 30 Charisma saving throw or take 110 (20d10) psychic damage and be banished to Avernus (the first layer of the Nine Hells) for one minute. After that time is up the creature reappears in an unoccupied space within 10 feet of kratos.

Chromatic Flare (Cost 3 Actions). kratos flares with elemental energy. Each creature of kratos' choice in a 120-foot-radius sphere centered on him must make a DC 30 Dexterity saving throw. On a failed save, the creature takes 130 (20d12) damage type chosen by kratos: acid, cold, fire, lightning, or poison. On a successful save, the creature takes half as much damage.

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