Raz-you'll, the Dreaded Dragonborn (5e Creature)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete. See the 5e Creature Design Guide if you need help.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Raz-you'll, the Dreaded Dragonborn[edit]

Medium undead, lawful evil


Armor Class 18 (Full Plate)
Hit Points 112 (15d8 + 45)
Speed 40 ft


STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 16 (+3) 8 (-1) 13 (+1) 8 (-1)

Saving Throws Str +7, Con +6
Skills Acrobatics +3, Intimidation +2, Perception +4, Survival +4
Damage Vulnerabilities Radiant
Damage Resistances lighting,piercing, slashing
Condition Immunities poisoned, exhaustion
Senses passive Perception 16
Languages —Common, dragonic
Challenge 5 (1,800 XP)


Barbarian Raz-you'll is a level 5 path of the totem warrior (totem spirit is bear) barbarian granting him the feats of a barbarian in the standard 5.5e class.

ACTIONS

Multiattack Raz-you'll can make two attacks with his Dreaded Greataxe.

Dreaded Greataxe Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d12 + 5) slashing damage.

Roar of the Raging Dragon (1/day) Raz-you'll makes a loud roar, any creature within a 60 ft radius must make a DC 17 Wisdom saving throw or become frightened for a minute, a effected creature can reroll the saving throw at the start of it's turn. The roar can be heard an additional 300 ft but has no effect if the creature is not in the 60 ft radius.

BONUS ACTIONS

Fiery Teleport (3/Day). Raz-you'll magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Each creature within 5 feet of Raz-you'll must succeed on a DC 13 Constitution saving throw or take 6 (2d6) fire damage.

REACTIONS

Burning Winds(2/day) As a result of being hit, Raz-you'll stomp's, creating a harsh wind that is burning around him, any creature in a 5 ft range must make a DC 15 Strength saving throw, on a fail, the target get's pushed back 20 ft and take 1d10 fire damage, on a success the target does not move but takes half damage.

LEGENDARY ACTIONS

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.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: