Trinexx (5e Creature)

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Trinexx[edit]

Gargantuan dragon, neutral evil


Armor Class 23 (natural armor)
Hit Points 292 (15d20 + 135)
Speed 40 ft., swim 40 ft.


STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 28 (+9) 6 (-2) 12 (+1) 9 (-1)

Saving Throws Dex +6, Wis +7
Skills Intimidation +5, Perception +7
Proficiency Bonus +6
Damage Resistances cold, fire, lightning; bludgeoning, piercing, slashing
Senses darkvision 120 ft., passive Perception 17
Languages Lizal
Challenge 17 (18,000 XP)


Keen Senses. The trinexx has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell.

Hold Breath. The trinexx can hold its breath for 20 minutes.

Weak Point. A trinexx has three heads: one blue, one red, and one gray. An attack which specifically targets any of these heads ignores its resistance to bludgeoning, slashing, and piercing damage. Any attack which targets the red head and deals cold damage ignores resistance and instead deals double damage. Any attack which targets the blue head and deals fire damage ignores resistance and instead deals double damage. Any attack roll made as a called shot is normally made with disadvantage.

ACTIONS

Multiattack. The trinexx makes three Bite attacks; or one Bite attack, one Flame Line, and one Frost Line.

Bite. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 34 (4d12 + 6) piercing damage.

Flame Line. A 60-foot long, 10-foot line originating from the trinexx is lit with magical flame until the start of its next turn. Any creature which starts its turn in this line or moves into it on its turn must make a DC 19 Dexterity saving throw. A creature takes 21 (6d6) fire damage on a failed save, or half as much on a success.

Frost Line. A 60-foot long, 10-foot line originating from the trinexx is glazed with magical frost. Any creature in this line must make a DC 19 Dexterity saving throw. A creature takes 17 (5d6) cold damage on a failed save, or half as much on a success. The line becomes difficult terrain until the start of the trinexx's next turn.

REACTIONS

Deflect. The trinexx adds 5 to its AC against one ranged attack that would hit it. To do so, the trinexx must see the attacker.

Trinexx.png
Source

This mysteriously evolved grinexx has adapted to cold as well as heat, and somehow managed to grow three heads. Its triple senses give it unusual cunning, capable of unleashing a barrage of unrelenting stone-crushing bites that can sunder virtually any mortal being in mere seconds.


Variant: Serpent Trinexx[edit]

This form of trinexx explodes apart when it is near death, entering a serpent-like state that excels at escape or desperate attacks. A serpent trinexx is indistinguishable from a normal trinexx until it dies. Upon apparent death, it abruptly explodes apart, and as a result transforms into something resembling a serpent.
Explosion (1/Day). A serpent trinexx can only use this reaction when it is dropped to 0 hit points. Every creature within 10 feet of it must make a Constitution saving throw. A creature takes 35 (10d6) thunder damage on a failure, or half as much on a success. The trinexx immediately restores half its hit points (146), but can no longer use its action other than to make one Bite attack, Dash, Disengage, or Dodge, until it restores its full hit points. Until it restores its full hit points, any opportunity attack made against the trinexx has disadvantage on the attack roll.

This variant has a Challenge Rating of 18 (20,000 XP).

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Source


See also[edit]

  • Grinexx, a more common version of this creature with only one head
  • Thermogleeok, a two-headed dragon that similarly wields both fire and frost
  • Fraaz, a spellcasting creature that also has domain over both heat and cold
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