Kruthik Zephyr (5e Creature)

From D&D Wiki
Jump to navigation Jump to search

Kruthik Zephyr[edit]

Medium monstrosity (kruthik), unaligned


Armor Class 18 (natural armor)
Hit Points 60 (8d8 + 24)
Speed 60 ft., burrow 30 ft., climb 60 ft.


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 8 (-1) 12 (+1) 8 (-1)

Proficiency Bonus +2
Damage Resistances lightning
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11
Languages Kruthik
Challenge 4 (1,100 XP)


Keen Smell. The kruthik has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated.

Spider Climb. The kruthik can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Multiattack. The kruthik makes two attacks.

Talon. Melee Weapon Attack: +5 to hit, reach 5 ft., one or two targets. Hit: 8 (1d8 + 3) slashing damage.

Spike. Ranged Weapon Attack: +5 to hit, range 10/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

REACTIONS

Lightning Blink (Recharge 6). The kruthik magically teleports, along with any equipment it is wearing or carrying, up to 100 feet to an unoccupied space it can see in a straight line from its current location. Each creature in that line must succeed on a DC 14 Dexterity saving throw or take 28 (8d6) lightning damage. Before or after teleporting, the kruthik can make one talon or spike attack.

Kruthik zephyrs are adult kruthiks who somehow have fused with the elemental energy of lightning and can now harness the powers of lightning and magnetic forces to teleport and climb on vertical and horizontal surfaces without any problem. Their claws have evolved into organometallic long saber-like talons and can unsheathe them in combat to make swift and elegant slashing attacks that can hit multiple opponents.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures