Sinii Krai (5e Creature)

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Sinii Krai[edit]

Large dragon, chaotic neutral

Armor Class 18 (natural armor)
Hit Points 152 (16d10 + 64)
Speed 40 ft., fly 80 ft., swim 50 ft.

19 (+4) 20 (+5) 18 (+4) 13 (+1) 13 (+1) 18 (+4)

Saving Throws Dex +9, Con +8, Wis +5, Cha +9
Skills Acrobatics +9, Athletics +8, Intimidation +8, Perception +9
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses blindsight 40 ft., darkvision 60 ft., passive Perception 19
Languages Common, Draconic
Challenge 11 (7,200 XP)

Amphibious. The sinii krai can breathe air and water.

Charge. If the sinii krai moves at least 20 feet straight toward a creature and then hits it with a claw 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 sinii krai can make one bite attack against it as a bonus action.

Naturally Poisonous. A creature that touches the sinii krai's skin must make a DC 17 Constitution saving throw, taking 36 (8d8) poison damage on a failed save, or half as much damage on a successful one. If this damage reduces a creature to 0 hit points, the toxin will spread throughout its whole body and render it delirious, causing the creature to have disadvantage on death saving throws.

Rampage. When the sinii krai reduces a creature to 0 hit points with a melee attack on its turn, the sinii krai can take a bonus action to move up to half its speed and make a melee attack.

Sure-footed. The sinii krai has advantage on saving throws against being knocked prone.


Multiattack. The sinii krai makes three attacks: one with its bite, and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage and 5 (2d4) poison damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage and 5 (2d4) poison damage.


Unbridled Fury. In response to being hit by a melee attack, the sinii krai can make one melee weapon attack with advantage against the attacker.


The sinii krai can take 2 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 sinii krai regains spent legendary actions at the start of its turn.

Detect. The sinii krai makes a Wisdom (Perception) check.
Horrifying Screech (Costs 2 Actions). The sinii krai lets loose a terrible scream. Each creature within 60 feet of the sinii krai that can hear must succeed on a DC 15 Wisdom saving throw or become frightened until the end of its next turn. A creature that succeeds on its saving throw is immune to this sinii krai's Horrifying Screech for the next 24 hours.

The sinii krai ("Blue Edge" - Russian transliteration) is a relatively small species of dragon that can be found anywhere with easy access to coastlines and other large bodies of water. They love all types of seafood, but fish are their absolute favorite.

Though they are incredibly vibrant and beautiful, they are nearly impossible to tame—half because of their temperament, and half because of their toxic skin. They make up for their lack of a breath weapon with their quite lethal poison, which is imbued in every attack they make. Also, they have very strong personalities, are extremely noisy, and do not take well to the domestic lifestyle.

Individually, the sinii krai is not too formidable of an enemy for a band of experienced adventurers. However, sinii krai are almost never alone. As a matter of fact, they tend to live in groups of ten or more. Even the greatest warriors avoid going near known sinii krai grounds, as a group of sinii krai can easily overwhelm and slaughter most people. It's considered suicidal to go up against any number of sinii krai without being covered head-to-toe in poison-resistant gear.

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