Reccos (5e Creature)

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Reccos[edit]

Gargantuan aberration, unaligned


Armor Class 23 (natural armor)
Hit Points 512 (25d20 + 250)
Speed 100 ft.


STR DEX CON INT WIS CHA
29 (+9) 16 (+3) 30 (+10) 3 (-4) 6 (-2) 1 (-5)

Saving Throws Str +16, Dex +10, Con +17
Skills Acrobatics +10, Athletics +16, Perception +5
Proficiency Bonus +7
Damage Immunities acid, necrotic; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, frightened, petrified, unconscious
Senses tremorsense 120 (blind otherwise) ft., passive Perception 15
Languages
Challenge 21 (33,000 XP)


Magic Weapons. The reccos's weapon attacks are magical.

United We Stand. If a reccos and an Ohnid'Lanor choose, they may spend the entirety of a long rest together, during which time they fuse into a reccos ohnid'lanor. Only a wish spell can undo this fusion.

ACTIONS

Stomp. Melee Weapon Attack: +16 to hit, reach 20 ft., either one target or two targets of medium size or smaller adjacent to each other. Hit: 37 (6d8 + 9) bludgeoning damage. If the reccos hits a target with this attack, it may move to occupy the target's space before the end of its turn, pinning the target under its foot if the reccos ends its turn there. A pinned target is grappled and restrained (escape DC 24) until the reccos lifts the foot it used for that stomp attack.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 37 (6d8 + 9) piercing damage. If the target is restrained by the reccos, the attack automatically hits.

Sweep. Each creature of the reccos's choice within 20 feet of the reccos must make a DC 24 Strength saving throw. A creature takes 27 (4d8 + 9) bludgeoning damage on a failure and is knocked prone, but takes half as much damage and is not knocked prone on a success.


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. Rush. The reccos makes one Stomp or Sweep attack. If no target is in reach, the reccos may move up to 100 feet towards the nearest creature it can sense before making the attack.

One of the oddest creatures in the Far Realm, the reccos appears to be the red-skinned, gold-striped legs and pelvis of a gargantuan humanoid, which if completed would be twice as tall as even the Titans that tower over the Giants. A toothy maw is hidden under each of its soles, and gnashes viciously at creatures it steps on, though no matter how much these maws consume, it never seems satiated.
Supposedly titanic upper bodies matching the size and coloration of ohnid'lanors wander the Far Realm, but such reports are rare and unconfirmed at best.

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