Okidogi (5e Creature)
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Okidogi[edit]
Medium fey, chaotic evil Armor Class 17 (natural armor)
Saving Throws Wis +6 Toxic Chain When Okidogi make a damaging or effect action on a creature, roll a d20. If the result is 16-20,the opponent is poisoned, and takes 1d6 poison damage each turn. When it's their next turn, they make a con save of a DC of 14, losing 1 every turn, or stay poisoned. if lower than 16, this does nothing. Intimidate At the start of the battle, everyone must make a wisdom save throw or be frightened for 12 seconds by him. ACTIONSCounter If Okidogi was attacked between his last turn, he can do 1d12+ the damage he took in bludgeoning damage. Drain Punch Okidogi throws his fist at an opponent, he rolls AC, and doing 3d12 bludgeoning damage, and heals half of the damage dealt. Bulk Up Okidogi bulks up his strength modifier +2, and any damage dealt is increased by 2, entel he is defeated. Poison Jab Okidogi creates a toxic spike, target must make a des saving throw or take 1d20 poison damage, and half on success.
LEGENDARY ACTIONSThe Okidogi 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 Okidogi regains spent legendary actions at the start of its turn. Detect. Okidogi makes a Wisdom (Perception) check Outrage (Costs 3 Actions). Okidogi makes one drain punch attack or uses poison jab once. |
See also[edit]
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