Kundalini (5e Creature)

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Kundalini[edit]

Gargantuan monstrosity, unaligned


Armor Class 18 (natural armor)
Hit Points 330 (20d20 + 120)
Speed 50 ft., swim 50 ft.


STR DEX CON INT WIS CHA
28 (+9) 18 (+4) 22 (+6) 1 (-5) 8 (-1) 4 (-3)

Saving Throws Dex +9, Con +11
Skills Stealth +9
Damage Vulnerabilities cold, poison
Damage Resistances magical piercing, slashing, and bludgeoning
Damage Immunities fire, thunder, acid; nonmagical piercing, slashing, and bludgeoning
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 30 ft., Blindsight 60 ft., passive Perception 9
Languages
Challenge 15 (13,000 XP)


False Constitution. If the kundalini is hit by a critical hit, its resistances and immunities are ignored and the attacker may roll for damage an additional time, using the highest result.

Amorphous. The kundalini can move through a space as narrow as 1 inch wide without squeezing.

Watery Form. Creatures inside the kundalini's space do not suffer the penalties of being in another creature's space, but must use their swimming speed to move and must hold their breath.

Magic Weapons. The kundalini's weapon attacks are magical.

ACTIONS

Multiattack. The kundalini uses its Crush or Water Spout and makes a pressurized water attack, or makes two pressurized water attack.

Pressurized Water. Ranged Weapon Attack: +9 to hit, range 45/90 ft., one target. Hit: 22 (3d8 + 9) piercing damage and the target is pushed up to 25 feet away from the kundalini. The kundalini may forgo dealing damage to double the distance moved.

Crush. Each creature within 10 feet of the kundalini must make a DC 19 Strength saving throw. On a failed save, a creature takes 42 (12d6) bludgeoning damage and becomes restrained for 1 minute. On a successful save, a creature takes half as much damage and isn't restrained. An affected creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Water Spout. The kundalini creates a 60-foot tall cylinder with a radius of 10 feet centred on a point it can see within 60 feet of it. Each creature in that area must make a DC 19 Strength saving throw. On a failed save, a creature takes 35 (10d6) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.


Kundalini.jpg
A kundalini from Berserk chapter 272, [Source]

Towering over ships and clearing whole villages in minutes, kundalini are incredibly powerful water elementals. At times, they have even been revered as polytheistic gods. The serpents' amorphous, watery body lack any sort of detail, save for two brightly glowing eyes. Within this form is a single, average-sized sea snake that, using uncharacteristically strong illusion magic, controls masses of minor water spirits to protect itself. Though they are often used by strong spellcasters as war beasts, they are naturally peaceful creatures, feeding off of the kelp that is plentiful in their surroundings and generally ignoring other creatures.


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