Moltres (Galar) (5e Creature)
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Medium monstrosity, chaotic evil
Armor Class 17 (natural armor)
Skills Intimidation +11, Perception +8, Persuasion +11
Frenzy. If Moltres is reduced to 109 hit points or less, its spell attack and damage rolls both increase by 5 for the next minute.
Flames of Malice. A creature that touches Moltres or hits it with a melee attack while within 5 feet of it takes 11 (2d10) psychic damage. A creature reduced to 0 hit points from this psychic damage has their soul nearly burned away, thus their charisma score is reduced to 1 and they gain 1 level of exhaustion. The greater restoration spell can be used to end this effect.
Multiattack. Moltres uses nasty plot, then takes an action of it's choice.
Nasty Plot. Moltres makes a DC 20 intelligence check. On a success, any damage dealt its actions increases by 10 until the end of Moltres's turn.
Fiery Wrath. Ranged Spell Attack: +11 to hit, range 90 ft., all creatures within range. Hit: 37 (9d6 + 6) psychic damage. A creature hit by this attack must make a DC 19 charisma saving throw be be stunned until the end of its next turn. A creature reduced to 0 hit points from this psychic damage has their soul nearly burned away, thus their charisma score is reduced to 1 and they gain 1 level of exhaustion. The greater restoration spell can be used to end this effect.
Ancient Power (5/day). Articuno summons and throws chunks of ancient rock at a creature they can see within range. The target must make a DC 19 Dexterity saving throw, taking 7 (2d6) bludgeoning damage on a failure. In addition, if the target fails the save, Articuno gains a +1 bonus to its armor class, attack rolls, initiative bonus, saving throw DCs, and saving throws it makes for 1 minute.
The 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. The regains spent legendary actions at the start of its turn.
Detect. Moltres makes a Wisdom (Perception) check.
Taunt. Moltres makes a contesting charisma(persuasion) check against a wisdom saving throw made by a creature who can see and hear Moltres. If Moltres wins, that creature cannot take any action other than the attack action, or an action to cast a damaging spell for the next minute, or until Moltres becomes incapacitated.
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