Tapu Koko (5e Creature)

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Tapu Koko[edit]

Medium fey, chaotic good


Armor Class 17 (natural armor)
Hit Points 297 (35d8 + 140)
Speed 60 ft.


STR DEX CON INT WIS CHA
18 (+4) 21 (+5) 18 (+4) 14 (+2) 18 (+4) 13 (+1)

Saving Throws Dex +10
Damage Immunities electric
Senses passive Perception 14
Languages Sylvan, understands Common but doesn't speak it, telepathy 120 ft.
Challenge 16 (15,000 XP)


Electric Surge. A creature that touches Tapu Koko or hits it with a melee attack while within 5 feet of Tapu Koko takes 14 (4d6) lightning damage.

Improved Initiative. Tapu Koko has advantage on initiative rolls. If the campaign uses static initiative, it instead gains a +5 bonus to its initiative score.

ACTIONS

Electro Ball. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 33 (8d6 + 5) lightning damage, plus an amount equal to Tapu Koko's initiative count.

Nature's Madness (Recharge 5-6). Tapu Koko conjures a momentary whirl of branches and vines at a point it can see within 60 feet of it. Each creature in a 30-foot cube on that point must make a DC 17 Dexterity saving throw, taking 21 (6d6) bludgeoning damage and 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one.

Guardian of Alola (1/day). Tapu Koko targets one creature within 120 feet of it that it can see. The creature must succeed on a DC saving throw against the magic or take lightning damage equal to half its hit point maximum.

Spark. Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 19 (4d6 + 5) lightning damage.


LEGENDARY ACTIONS

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

Detect. Tapu Koko makes a Wisdom (Perception) check.

Move. Tapu Koko moves up to half its speed without provoking opportunity attacks.

Spark (Costs 2 Actions). Tapu Koko makes one spark attack.


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