Kyogre (5e Creature)
Kyogre[edit]
Gargantuan elemental, neutral Armor Class 21 (natural armor)
Saving Throws Int +11, Wis +12, Cha +12 Divine Being. Kyogre can't be surprised and can't be changed into another form against its will. Immortal Nature. A Kyogre doesn't require air, food, drink, or sleep. Legendary Resistance (3/Day). If Kyogre fails a saving throw, it can choose to succeed instead. Magic Weapons. Kyogre's weapon attacks are magical. Amphibious. Kyogre can breathe air and water. Undertow. As a bonus action on its turn, Kyogre can transform the water in a 30-foot radius around it into difficult terrain. Alternatively, it can transform the water around it into normal terrain if it is already difficult terrain. Water Glide. Difficult terrain composed of water doesn't cost Kyogre extra movement. Innate Spellcasting. Kyogre's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components: at will: create or destroy water (create only, 6th level), control water, wall of ice, wall of water at will (Primal Form Only): maelstrom, tsunami Drizzle. Kyogre radiates an aura of dampness in a 15-foot radius around it, which it can deactivate or activate as a bonus action. Creatures in the aura have advantage on saving throws against effects that deal fire damage. Elementals composed mainly of fire have disadvantage on attack rolls and ability checks while in the aura, and spells of 3rd level or lower that summon fire automatically fail while in the aura. Spell of higher levels that summon fire or earth to deal damage deal half as much damage against a target in the aura. Primordial Sea (Primal Form Only). Elementals composed mainly of water gain 13 (3d8) temporary hit points at the start of each of their turns while within Kyogre's Drizzle, and all spells or magical effects intended to summon fire or earth automatically fail while within Kyogre's Drizzle. If a creature with the trait Desolate Land uses an effect intended to summon fire or earth within Kyogre's Drizzle, it must succeed on a Charisma contest against Kyogre, or the effect fails. Illumination (Primal Form Only). Kyogre sheds bright light in a 30-foot radius and dim light in an additional 30 ft. Frozen Body (Primal Form Only). A creature that touches Kyogre or hits it with a melee attack while within 5 feet of it takes 13 (3d8) cold damage. ACTIONSMultiattack. Kyogre can use Origin Pulse. It then makes three attacks: one with its Bite and two with its Claws. Primal Reversion (1/day). Kyogre magically transforms into Primal Kyogre. Its statistics are the same in each form. This transformation lasts for 1 hour, until Kyogre becomes unconscious, or until Kyogre dismisses it as an action. Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) piercing damage. If the target is a creature, it is grappled (escape DC 25). Until this grapple ends, the target is restrained, and Kyogre can't bite another target. Claw. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 35 (4d12 + 9)slashing damage. Origin Pulse. Kyogre causes up to six pillars of water to burst from bodies of water that it can see within 120 ft. of it and immediately solidify into ice. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The water where a pillar appears must be wide enough for its diameter, and it can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar melts back into water. If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or take 100 (20d8 + 10) bludgeoning damage and be lifted by the pillar. If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 63 (18d6) bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a DC 25 Strength or Dexterity check (the creature's choice). On a success, the creature is no longer restrained and must either move off the pillar or fall off it. Water Spout (Primal Form Only, 1/day). Kyogre fires a burst of magically enhanced water at a creature it can see within 30 feet of it. That creature must succeed on a DC 25 Dexterity saving throw or take bludgeoning damage equal to Kyogre's remaining hit points.
LEGENDARY ACTIONSKyogre can take 3 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. Kyogre regains spent legendary actions at the start of its turn. Reshape. Kyogre transforms the water in a 30-foot radius around it into difficult terrain. Alternatively, it transforms the water around it into normal terrain if it is already difficult terrain. This change lasts until the start of its next turn. Attack. Kyogre makes one attack with its Bite or Claws. Spell. Kyogre casts a spell. Ice Beam (Costs 2 Actions). Kyogre fires a beam of concentrated cold. Each creature of its choice in a 40-by-5-foot line must make a DC 25 Dexterity saving throw, taking 55 (10d10) cold damage on a failed save, or half as much damage on a successful one. |
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