Tapu Lele (5e Creature)

From D&D Wiki

Jump to: navigation, search
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Pokémon franchise, and/or include content directly affiliated with and/or owned by Creatures Inc., Game Freak, and Nintendo. D&D Wiki neither claims nor implies any rights to Pokémon copyrights, trademarks, or logos, nor any owned by Creatures Inc., Game Freak, and Nintendo. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.

Tapu Lele[edit]

Medium fey, chaotic good

Armor Class 17
Hit Points 297 (35d8 + 140)
Speed 30 ft.

15 (+2) 13 (+1) 18 (+4) 16 (+3) 22 (+6) 17 (+3)

Saving Throws Wis +11
Damage Immunities psychic
Senses passive Perception 14
Languages Sylvan, understands Common but doesn't speak it, telepathy 120 ft.
Challenge 16 (15,000 XP)

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

Psychic Defense. While the Tapu Lele is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.


Multiattack. Tapu Lele makes two Extrasensory attacks.

Extrasensory. Ranged Spell Attack: +11 to hit, range 80/320 ft., one target. Hit: 27 (6d6 + 6) psychic damage, and the target must succeed on a DC 19 Intelligence saving throw or be stunned until the end of its next turn.

Nature's Madness (Recharge 5-6). Tapu Lele 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 Lele 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 psychic damage equal to half its hit point maximum.

Draining Kiss. Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) psychic damage, and Tapu Lele regains half as many hit points.


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

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

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

Draining Kiss (Costs 2 Actions). Tapu Lele makes one Draining Kiss attack.

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!