Rathian (5e Creature)

From D&D Wiki
Jump to navigation Jump to search

Rathian[edit]

Huge dragon, unaligned


Armor Class 19 (natural armor)
Hit Points 243 (18d12 + 126)
Speed 50 ft., fly 80 ft.


STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 25 (+7) 2 (-4) 13 (+1) 7 (-2)

Saving Throws Str +11, Dex +5, Con +12, Wis +6
Skills Perception +6, Stealth +5
Proficiency Bonus +5
Damage Vulnerabilities lightning
Damage Resistances fire
Senses darkvision 120 ft., passive Perception 16
Languages
Challenge 16 (15,000 XP)


Keen Sight. The rathian has advantage on Wisdom (Perception) checks that rely on sight. Additionally, it has disadvantage on saving throws against being blinded.

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

ACTIONS

Multiattack. When in flight, the rathian makes two claw attacks.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 7 (2d6) poison damage. If the target is a creature, it must succeed a DC 17 Constitution saving throw or be poisoned for 1 minute. While poisoned the target takes 7 (2d6) poison damage until they are no longer poisoned.

Fire Breath (Recharge 5-6). The rathian exhales a gout of flame at a point it can see within 60 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 19 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren't being worn or carried.

BONUS ACTIONS

Aggressive. The rathian moves up to its speed toward a hostile creature that it can see.

LEGENDARY ACTIONS

The rathian 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 rathian regains spent legendary actions at the start of its turn.

Detect. The rathian makes a Wisdom (Perception) check.
Tail Attack. The rathian makes a tail attack.
Wing Attack (Costs 2 Actions). The rathian beats its wings. Each creature within 10 feet of the rathian must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The rathian can then fly up to half its flying speed.
Fire Barrage (Cost 3 Actions). The rathian exhales three gouts of flame at three points it can see within 60 feet of it. Each creature in a 20-foot-radius sphere centered on one of those points must make a DC 19 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren't being worn or carried.
A creature in the area of more than one gout of flame is affected only once.

The rathian is the female of her species, the male counterpart being the rathalos. This great predator is similar to a large, muted green wyvern with a long, protruding spike on the lower chin, a moss-like covering on the upper back and wingtips, and a bony club on the end of the tail tipped in poisonous quills. Fire and fury befall those who dare to scorn this mother.

Queen of the Land. Where the rathalos is a formidable aerial opponent, the rathian compliments it by being far more maneuverable on the ground. When a pair find a place to nest, the rathalos patrols their territory from above and the rathian scouts the borders on the ground, protecting its territory with the wrath of a mother protecting her children.
Rathians can live in a number of environments but tend to nest in temperate areas. While forests are favored, lone rathians, without a rathalos, have been known to nest in deserts. Rathians always seem to know when their eggs are being threatened, even if it seems like they reasonably shouldn’t, and will drop everything they are doing to protect their offspring.

Variant: Breakable Parts

If your DM wishes to give the players the Monster Hunter experience, a rathian may have the following trait.
Breakable Parts. Whenever the rathian takes 70 damage at one time, roll a d20 to determine what else happens to it:
1-10: The body armor breaks, reducing the rathian's AC by 2. Once the armor is broken, it cannot be broken further.
11-14: The wings become torn up, reducing the rathian's flight speed by 20 feet.
15-18: The rathian receives severe trauma to the head and becomes stunned.
19-20: The rathian's tail is severed and it can no longer use its tail attack. This can only be done with a piercing or slashing weapon, otherwise, act as if the roll was between 15-18.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Monster Hunter franchise, and/or include content directly affiliated with and/or owned by Capcom. D&D Wiki neither claims nor implies any rights to Monster Hunter copyrights, trademarks, or logos, nor any owned by Capcom. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png