Odolwa (5e Creature)

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Odolwa[edit]

Huge giant, chaotic neutral


Armor Class 16 (hide armor, shield)
Hit Points 102 (12d12 + 24)
Speed 40 ft., climb 40 ft.


STR DEX CON INT WIS CHA
21 (+5) 17 (+3) 15 (+2) 13 (+1) 12 (+1) 16 (+3)

Saving Throws Dex +7, Con +6
Skills Acrobatics +7, Intimidation +7, Survival +5
Proficiency Bonus +4
Damage Resistances acid
Senses darkvision 60 ft., passive Perception 11
Languages Ancient, Deku
Challenge 9 (5,000 XP)


Innate Spellcasting. Odolwa's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Odowla can innately cast the following spells, requiring no material components:

At will: spin attack (with range of 10 feet)
1/day each: dispel magic, lesser restoration, wall of fire

Legendary Resistance (3/Day). If Odolwa fails a saving throw, it can choose to succeed instead.

Perfect Parry. As long as Odolwa is able to take reactions, any melee attack roll against it is made with disadvantage.

Weak Point. Although Odolwa's face is protected by a mask, the back of its head is particularly vulnerable. Any called shot that specifically hits this spot causes Odolwa to be incapacitated until the start of its next turn. If the attack is a critical hit, Odolwa is instead incapacitated until the end of its next turn.

ACTIONS

Multiattack. Odolwa makes two melee weapon attacks.

Longsword. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) slashing damage, or 21 (3d10 + 5) slashing damage if used in two hands.

Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 10 ft. or range 30/120 ft, one target. Hit: 15 (3d6 + 5) piercing damage.

Conjure Insects (Recharge 5-6). By chanting and performing somatic gestures, Odolwa casts conjure animals. However, it can only conjure two swarms of insects (including any variant), two giant wasps, or up to eight giant beetles.


LEGENDARY ACTIONS

Odolwa 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. Odolwa regains spent legendary actions at the start of its turn.

Detect. Odolwa makes a Wisdom (Perception) check.
Kick. Odolwa makes an unarmed strike. This is a melee weapon attack with +9 to hit, reach 5 ft., against one target. On a hit, it deals 6 bludgeoning damage.
Shift. Odolwa moves up to half its speed.
Attack (Costs 2 Actions). Odolwa makes one melee weapon attack.
Conjure Beetles (Costs 2 Actions). Odolwa casts conjure animals, but can only summon four giant beetles.
Leap (Costs 2 Actions). Odolwa jumps to a height of up to 60 feet and a distance of up to 120 feet. This movement does not provoke opportunity attacks.

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Source

Odolwa takes the form of a gigantic humanoid warrior over a dozen feet in height, with greenish-brown skin covered in brightly-colored war paint. Glowing red eyes peer out from within a distinctive armored battle mask that shields its face from view. It battles with the tempered ferocity of a wild but seasoned fighter.

Mythical Warrior. Odolwa is believed by many to be a supernatural warrior that personifies the spirit of marshlands and rainforests. In some cultures it is believed to be a guardian that protects nature from exploitation. In others, it is seen as a vengeful deity that only seeks war and destruction. In yet others, it challenges only the strongest warriors to test their mettle. The only thing for sure is that Odolwa is shrouded in mystery, and few have survived a battle against it.

Immortal Nature. Odolwa doesn't require air, food, drink, or sleep.

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