Shokan (5e Creature)
Shokan[edit]
Large humanoid, lawful evil Armor Class 13 (natural armor)
Saving Throws Con +8 Reckless. At the start of its turn, the shokan can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Relentless (Recharges after a Short or Long Rest). If the shokan takes 16 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Standing Leap. The shokan's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Trampling Charge. If the shokan moves at least 20 feet straight toward a creature and then hits it with a stomp attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the shokan can make one additional stomp attack against it as a bonus action. ACTIONSMultiattack. The shokan makes four fist attacks or two fist attacks if grappling a creature. Fists. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Grab (Recharge 5-6). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage and if the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the shokan can't grab another target. Fling. One Medium or smaller creature grappled by the shokan is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 10 Dexterity saving throw or take the same damage and be knocked prone. Dragon Roar (1/Day). The shokan utters a bloodcurdling roar. Each creature within 60 feet of the shokan and is aware of it must succeed a DC 14 Wisdom saving throw or be frightened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Dragon Breath (Recharge 6). The shokan exhales a great blast of fire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 11 (2d10) fire damage and if it is Medium or smaller it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away from the shokan. BONUS ACTIONSFinish Him! When the shokan reduces a creature to 0 hit points with a melee attack on its turn, the shokan moves up to half its speed and uses one melee attack. REACTIONSRetaliation (2/Day). When the shokan takes damage from a creature that is within 5 feet of it, it can make a fist attack against that creature. |
Shokan are among the most brutish denizens of outworld, yet somehow, they have managed to reach a nearly royal status within the court of outworld, as long as they continue to use that brute strength against their enemies. |
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