Popobawa (5e Creature)

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Popobawa[edit]

Large undead, neutral evil


Armor Class 16 (natural armor)
Hit Points 133 (14d10 + 56)
Speed 30 ft., fly 50 ft.


STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 16 (+3) 12 (+1) 10 (+0)

Skills Athletics +10, Perception +7, Stealth +6
Proficiency Bonus +3
Damage Vulnerabilities radiant
Damage Resistances cold, thunder
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 120 ft., passive Perception 17
Languages the languages it knew in life
Challenge 8 (3,900 XP)


Spider Climb. The popobawa can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Popobawa Weaknesses. The popobawa has the following flaws:
Forbiddance. The popobawa can't enter a residence without an invitation from one of the occupants.
Sunlight Hypersensitivity. The popobawa takes 20 radiant damage when it starts its turn in sunlight (this includes its vulnerability to radiant damage). While in sunlight, it has disadvantage on attack rolls and ability checks.
Loud Bells. Loud bells and horns being played irritate the sensitive ears of the popobawa and it must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn.

ACTIONS

Multiattack. The popobawa uses its Evil Eye. It then makes three attacks: one with its Blood Drain and two with its claws. It can use its Drop in place of its two claw attacks.

Evil Eye. The popobawa fires one of the following rays at random, choosing one target it can see within 120 feet of it:

1. Cursed Eye (Green). The targeted creature must succeed on a DC 14 Wisdom saving throw or be affected by a bestow curse spell.
2. Eye of Force (Blue). The targeted creature must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet directly away from the popobawa and have its speed halved until the start of the popobawa's next turn.
3. Eye of Fire (Red). The targeted creature must succeed on a DC 14 Dexterity saving throw or take 22 (4d10) fire damage.
4. Eye of Agony (Purple). The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed until the end of its next turn. This ray has no effect on constructs and undead.

Blood Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 4) piercing damage, and the popobawa attaches to the target. While attached, the popobawa doesn't attack. Instead, at the start of each of the popobawa's turns, the target loses 9 (1d10 + 4) hit points due to blood loss.
The popobawa can detach itself by spending 5 feet of its movement. It does so after it drains 30 hit points of blood from the target or the target dies. A creature, including the target, can use its action to attempt to detach the popobawa with a DC 15 Strength check.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage. Instead of dealing damage, the popobawa can grapple the target (escape DC 15). If the grappled target is Medium or smaller, the popobawa can still fly. Until this grapple ends, the popobawa can't use its claws on another target.

Drop. One Medium or smaller object held or creature grappled by the popobawa is dropped from the sky and knocked prone. If a dropped target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it falls (to a maximum of 6d6). If the target is dropped at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked prone.


Popobawa.jpg

Popobawas are related to the buwan aswang, the fearsome ahool and the aswang of legend. These creatures stand on two legs like a tall man or gargoyle, they have features that are both humanoid and like that of a vampiric bat but what is most striking is the potent cyclopean eye. A popobawa is created when a powerful werebat gets corrupted by arcane magic and morphs into a powerful magical creature who still retains all the savagery of its former self. Their appearance generally changes and their skin color becomes a bright albino white but others have been seen with purple, bright green or electric blue and various other strange colors. In combat, they generally follow flocks of giant bats, aswang, ahool or buwan aswang. They enjoy terrorizing villages by themselves though, and local villages will generally act as their feeding grounds. They prefer soft targets in combat and land amongst enemy spellcasters or archers to rip them to shreds with their claws and siphon tongue or against tougher enemies they will fly in circles using their eye rays to weaken or damage them and avoid their formidable armor.

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