The Imprisoned (5e Creature)

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The Imprisoned[edit]

Gargantuan fiend, chaotic evil


Armor Class 19 (natural armor)
Hit Points 297 (17d20 + 119)
Speed 20 ft.


STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 24 (+7) 10 (+0) 10 (+0) 15 (+2)

Saving Throws Str +9, Con +12, Wis +5, Cha +7
Proficiency Bonus +5
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities poisoned
Senses blindsight 60 ft., passive Perception 10
Languages understands Stal but can't speak
Challenge 14 (11,500 XP)


Sealing Spike. The Imprisoned has a sealing spike embedded in its head. If the Imprisoned is prone or a creature has climbed onto the Imprisoned's body (DMG 271), a creature can attempt to drive it into the Imprisoned's body by using an action to make a DC 17 Strength (Athletics) check. If the check is successful, the Imprisoned takes 99 radiant damage that cannot be reduced or avoided by any means. The Imprisoned then stands up from being prone, shakes off all creatures that have climbed onto its body and moves up to 60 feet.

Toes. The Imprisoned has eight toes. Each toe can be attacked (AC 17; 20 hit points; immunity to poison damage, resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks). Destroying a toe deals no damage to the Imprisoned. If all of the Imprisoned's toes are destroyed, it falls prone. When the Imprisoned stands up from being prone, it regrows all of its toes.

ACTIONS

Multiattack. The Imprisoned makes two stomp attacks.

Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) bludgeoning damage. Hit or Miss: Each creature on the ground within 10 feet of the Imprisoned other than itself must succeed on a DC 20 Dexterity saving throw or take 13 (2d12) lightning damage.


LEGENDARY ACTIONS

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

Move. The Imprisoned moves 5 feet.
Stomp. The Imprisoned makes one stomp attack.

See Religion: Ganon.

When Demise was slain by Hylia, he was imprisoned with a sacred seal at the bottom of a pit. During his imprisonment, Demise transformed into a massive, scaled monstrosity with a gargantuan mouth and enormous feet with veined white toes known only as the Imprisoned. When his power waxes, he can escape his seal and attempt to free himself and wreak bloody vengeance upon the entire world. Should this happen, it would take the bravest of heroes to seal the Imprisoned away once again.
The Imprisoned cannot free itself of the spike that sealed it away so long ago, which is now embedded in its head. Should the spike be entirely driven into the beast's head, the holy power imbued within it causes the Imprisoned terrible pain. As the Imprisoned gathers more of its original power, it gains new abilities, such as colossal arms to climb with or a dark halo granting it the power of flight.


Variants: Imprisoned Arms and Flight[edit]

When the Imprisoned escapes, it may do so in a more powerful form. If the Imprisoned has arms, it gains a climb speed of 20 feet and the Fingers trait. If the Imprisoned can fly, it gains a fly speed of 20 feet.

Fingers. The Imprisoned has six fingers. Each finger can be attacked (AC 17; 20 hit points; immunity to poison damage, resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks). Destroying a finger deals no damage to the Imprisoned. If all of the Imprisoned's fingers are destroyed while it is climbing, it falls prone. When the Imprisoned stands up from being prone, it regrows all of its fingers.

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