Kurajaku (5e Creature)

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Kurajaku[edit]

Huge beast, unaligned


Armor Class 14 (natural armor)
Hit Points 232 (16d12 + 128)
Speed 25 ft. (40 ft. while underwater), swim 15 ft.


STR DEX CON INT WIS CHA
25 (+7) 8 (-1) 27 (+8) 4 (-3) 13 (+1) 7 (-2)

Saving Throws Con +13
Skills Perception +6, Stealth +4
Senses 90 ft. blindsight, passive Perception 16
Languages
Challenge 13 (10,000 XP)


Algal Cloak. While in underwater and surrounded by water plants such as seagrass, the kurujaku may use the hide action as a bonus action.

Ambusher. The kurajaku has advantage on attack rolls against any creature it has surprised.

Aquatic Blind Senses. If outside of water, the kurajaku cannot use its blindsight.

Dense. Once the kurujaku stops swimming, it sinks in water. It ignores the extra movement cost for moving through water while walking.

Endurance Runner, Poor Swimmer. The kurajaku has advantage on saving throws against exhaustion, except when swimming. The kurajaku has disadvantage on saving throws against exhaustion induced by swimming.

Hold Breath. The kurujaku can hold its breath for 1 hour.

Keen Hearing and Sight. The kurajaku has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Underwater Camouflage. The kurajaku has advantage on Dexterity (Stealth) checks made while underwater.

ACTIONS

Multiattack. The kurujaku makes three attacks: one with its bite, one with its claws, and one with its tail. It can't make its tail attack against the same target as its bite attack. If the target is grappled in its jaws, the kurujaku can trade the bite attack for an additional claw attacks against that target.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) piercing damage. If the target is a Gargantuan or Huge creature, it must succeed a DC 18 Strength saving throw or be grappled. If the target is a Large or smaller creature, it is grappled and must make the saving throw end of its turn. Until this grapple ends, the target is restrained, and the kurajaku can't bite another target.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) slashing damage. If the target is a grappled creature, it suffers 9 (2d8) damage for 1 minute due to internal bleeding. This does not stack if the target is hit with multiple claw attacks.

Tail. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 27 (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.


Among the robust monarchs, the greatest in size and the most derived of the stock is the kurajaku. These massive leviathans are found all throughout the warm coasts beyond the Known World, but are at their highest numbers in Kaimere's Inland Sea where they are the undisputed apex predator. No one worth their salt and in their right mind recklessly challenges the king for his throne.
King of the Inland Sea. The kurajaku has taken the aquatic tendencies of some megaraptorans to its logical extreme and adapted to spend their lives entirely in these environments. While females max out at around 10 tons so they can still take to land and nest, bull kurajaku can forsake the land entirely and as such can reach staggering sizes of 50-65 feet in length and tremendous weights of 12-30 tons. They remain underwater with extreme density, with heavily depneumatized bones compared to other theropods and thick skin of the torso, almost a foot thick in some places, and a three part sail on their spine acts as a keel to keep them steady. With these in mind, it is natural but surprising to those who are not well versed in such topics that adult kurajaku is actually a very subpar swimmer: a powerful fluked tail does allow them to swim, but once they stop kicking they sink. At first glance this seems antithetical to an oceanic creature but put into its proper context, the kurajaku is extremely well adapted for its lifestyle: in the Inland Sea of the Known World, the water is extremely shallow with most of the sea floor rarely exceeds even 100 feet in depth, making it perfect for bottom punters like the kurajaku.
As most oceanic predators are open ocean specialists, the kurajaku is largely uncontested in this habitat and is especially at home in the abundant sea grass meadows that make up the vast majority of the sea bed. However, there is no shortage of optimal habitat for the kurajaku in the Known World: kurajaku are just as comfortable in the marshlands and estuaries of Pakardia and the Crescent, from the Jungle to the Seridic Wetlands. To further optimize for these habitats, kurajaku feathers are thin and frayed, allowing the growth of a unique species of algae that turns their naturally brown feathers green and making the perfect camouflage, disguising it as a growth of water plants. These beast also influence the growth of more typical water plants, their movements and shoving of obstacles creating channels and influencing where plants grow.
It is natural that such a large creature should require massive prey and in the Known World, the kurajaku is spoiled for choice. This place is also called the "Sloth Sea" due to the great abundance of swimming and bottom punting sloths that feed on the sea grass. This grass is also food for sea cows, desmostylians, and ancient relatives of mammals that seem almost alien to those unfamiliar. The high productivity of the Inland Sea also produces an abundance of plankton which feeds both bottom and surface feeding cetothere whales and massive fish, supplying food as well for large sharks, mosasaurs, dolphins, and seals. All of these animals are on the kurajaku's menu.

Variant: Old Bull and Specialists

While kurajaku are massive in their own right and already the largest theropods ever, the oldest bulls can reach much greater lengths than the average males, pushing 80 ft in length and extreme cases reaching 60 tons. Only centenarian bulls can reach such massive sizes. Old Bull Kurajaku are Gargantuan rather than Huge, have 296 (16d20+128) hit points, a walking speed of 0 ft. on land, a challenge rating of 16 (15,000 XP), and the following modifications to its Bite attack:

  • Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) piercing damage. If the target is a Gargantuan creature, it must succeed a DC 18 Strength saving throw or be grappled. If the target is a Huge or smaller creature, it is grappled and must make the saving throw end of its turn. Until this grapple ends, the target is restrained, and the kurajaku can't bite another target.

Much like big cats, kurajaku are known to specialize on an individual level for specific species of game, depending on what is most common in their local environment. A kurajaku specialized in a particular creature (sirenian, marine sloth, ect.) adds double its proficiency bonus to attack rolls against that creature and has a modified Bite attack to reflect their specialization: if a kurajaku hits with a bite attack on a creature it is specialized in hunting, that creature has disadvantage to on Athletics checks to escape the grapple and the escape DC is increased to 20.
One notable prey that kurajaku are noteworthy for taking down is the formidable bilaruk: these individuals run up alongside the mighty leviathans while feeding and bite on the back of the neck, rendering it largely unable to attack. A bilaruk specialist kurajaku ignores the bilaruk's Thick Skin trait and bilaruk hit by their claws while grappled take an addition 2d8 damage from bleeding.

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