Kuriboh (5e Creature)
Kuriboh[edit]
Tiny fiend, neutral Armor Class 13
Saving Throws Dex +4 Irritant. When the kuriboh takes damage from a melee attack, the attacker must succeed on a DC 11 Constitution saving throw or take 3 (1d4 + 1) poison damage and have a -2 penalty to attack rolls until the beginning of their next turn. Explode. When the kuriboh drops to 0 hit points, each creature within 20 feet of it must make a DC 11 Constitution saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. ACTIONSMultiattack. The kuriboh makes two claw attacks. Claws. Melee Weapon Attack +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
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One of the more common creatures of the region of the Plane of Shadow known as the Shadow Realm, these flying furballs tend to serve as the realm's equivalent of pigeons, nearly everywhere to the point of being a common nuisance. They are smart enough to understand other languages and remember beings they encounter, and are a bit more intelligent than what most people would assume. Multiplying Like Rabbits. Kuriboh tend to live for about 80 years despite being so frail. They generate more of themselves by splitting off every day at midnight, so a single kuriboh can multiply into a vast horde given enough time. This splitting ability can be stopped by the kuriboh itself, but only if it actively chooses to do so Arcane Eye. Kuriboh can serve as familiars for wizards and warlocks, and tend to associate with those with some strong connection to magic and destiny, such as adventurers first starting a life out on the road. Such connections are forged by the kuriboh seeking out such a person as they leave the safety of their own home. Helper. Kuriboh tend to follow around those that help them, typically humanoids or arcane magic users of some kind. They try to deal with threats and alert their master of potential danger in addition to just trying to help around the area Variants: Kuriboh SubtypesDue to their quick breeding nature and magical lineage, kuriboh tend to be quite adaptable, able to change to suit their environment and their surrounding threats and allies over time. Below is a list of potential variants: such as growing wings if living in a high place or gain resistance to fire if living in a hot arid place. Ankuriboh. Adapted to areas full of undead, ankuriboh may cast revivify as an action once, regaining use at the end of its next long rest. This kuriboh variant is CR 1. Astral Kuriboh. Adapted to areas of immense magical energy over an extensive period of time, astral kuriboh can no longer multiply, and typically only one astral kuriboh can come from such an area in any given century. As an action, an astral kuriboh may cast wish. Immediately after the effects of this spell occurs, the kuriboh dies instantly, and can not be resurrected in any way. This kuriboh variant is CR 20. Clear Kuriboh. Adapted to areas with a variety of threats, clear kuriboh bear a smaller kuriboh within them. When a clear kuriboh is reduced to 0 hit points, a normal kuriboh is created in its place with half its maximum hit points that takes no damage from the clear kuriboh's explosion. This kuriboh variant is CR 1. Junkuriboh. Adapted to the lifestyle of a warrior, junkuriboh bear a form of natural armor across their body. As a reaction when a creature within 10 ft. would take damage that would reduce them to 0 hit points, the kuriboh takes the damage instead. This kuriboh variant is CR 1. Kuribohrn. When a kuriboh has been brought back to life at least once, its fur becomes a brilliant white. As an action, a kuribohrn may cast true resurrection. Immediately after the effects of this spell occurs, the kuriboh dies instantly, and can not be resurrected in any way. This kuriboh variant is CR 5. Linkuriboh. Adapted to a digital environment, linkuriboh are able to treat affectively anything as technology. As a reaction when a creature within 20 ft. would deal damage, they deal half as much damage (rounded down). This kuriboh variant is CR 1. Magikuriboh. Adapted to the lifestyle of a mage, magikuriboh bear distinctive wizard-like attire, though this too is a part of their fur. A magikuriboh gains one cantrip of its choice with an attack bonus of +3 and a DC of 11. This kuriboh variant is CR 1. Kuribohble. Adapted to the lifestyle of a performer, kuribohble is covered in colorful clothes, though this too is part of their fur. As a reaction when a kuribohble would take damage, one creature within 10 ft. regains a number of hit points equal to the damage taken. If this damage would reduce the kuribohble to 0 hit points after using this feature, it dies instantly, and can not be resurrected in any way. This kuriboh variant is CR 2. Rainbow Kuriboh. Adapted to the lifestyle of a guide, rainbow kuriboh bear a glowing, rainobw gem on their forehead. The kuriboh sheds bright light for 30 feet, and dim light for another 30 feet. As a reaction when a creature within 5 ft. of the kuriboh makes an attack, the kuriboh makes a claws attack against the attacker. On a hit, instead of dealing damage, the original attack automatically misses. This kuriboh variant is CR 1. Relinkuriboh. A variant of linkuriboh, relinkuriboh are equally able to treat affectively anything as technology. As a reaction when a creature within 20 ft. would drop to 0 hit points, they instead regain their maximum hit points. This kuriboh variant is CR 12. Sphere Kuriboh. Adapted to mountainous terrain, a sphere kuriboh has hardened its fur into a thick sphere around its body. This kuriboh's AC is 15, and if a creature misses it with an attack, the attacker can not make attacks again until the beginning of its next turn. This kuriboh variant is CR 5. Winged Kuriboh. Adapted to areas with little safe land, winged kuriboh have a pair of small, feathery wings. This kuriboh has a flying speed of 30 feet. This kuriboh variant is CR 2. |
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