Helmaroc King (5e Creature)

Helmaroc King

Huge monstrosity, lawful evil


Armor Class 20 (natural armor)
Hit Points 153 (18d12 + 36)
Speed 20 ft., fly 80 ft.


STR DEX CON INT WIS CHA
21 (+5) 17 (+3) 15 (+2) 6 (-2) 13 (+1) 15 (+2)

Saving Throws Str +9, Con +6
Skills Athletics +9, Perception +5
Senses passive Perception 15
Languages understands one language (usually Common) but can't speak
Challenge 10 (5,900 XP)


Keen Sight. The helmaroc has advantage on Wisdom (Perception) checks that rely on sight.

Breakable Helm (6/Day). Each time the helmaroc takes at least 10 bludgeoning damage or 10 thunder damage, it loses one use of this trait. (Taking 8 bludgeoning damage two times would have no effect, but taking 28 bludgeoning damage at once would consume two uses.) Once this trait has 0 uses remaining, the helmaroc's AC is reduced to 14.

Siege Monster. The helmaroc deals double damage to objects and structures.

ACTIONS

Multiattack. The helmaroc makes one beak attack, and up to two two talon attacks. For each creature it is grappling, it can make one fewer talon attacks.

Beak. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) piercing damage.

Talon. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). If the helmaroc is already grappling a Large creature, or two creatures of smaller size, it cannot use this attack.

Drop. The helmaroc releases any creatures it is grappling. The dropped creature(s) take falling damage based on the height from which they are dropped: 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 70 (20d6) bludgeoning damage.

Feather Storm (Recharge 5-6). The helmaroc magically conjures gale winds and a storm of razor-sharp feathers. This storm either affects a 30-foot sphere centered on it, or a 10-by-90-foot line in any direction from it. Every creature in the affected area must make a DC 18 Dexterity saving throw. On a failed save a creature takes 35 (10d6) magical slashing damage, is pushed 10 feet away from the helmaroc and knocked prone. On a success a creature takes half damage and isn't pushed or knocked prone.


Source

A massively overgrown and unusually intelligent kargaroc, a helmaroc king usually only results from supernatural enhancement to one of its lessers. Even when it breeds, its eggs only birth normal kargarocs. According to legend, an incarnation of Ganon himself was the first to create such one of these monstrosities to be kept as a mere pet. Regardless of how this form is achieved, any helmaroc king is known to live for centuries. Like more mundane predatory birds, it tends towards high peaks where it can survey its domain for any potential prey. A helmaroc's strength is so immense than it can swoop down to pluck a full-grown horse off a carriage, and carry its easily-acquired prey back to its nest to devour.

The helmaroc's name is partially derived from the bone-like protrusion from its face, which appears to be a "helm," and functionally protects its relatively delicate skull and eyes.


gollark: As I said, quantum computing makes SOME operations faster, not all.
gollark: https://en.m.wikipedia.org/wiki/Rapid_single_flux_quantum
gollark: Apparently you can also do really fast logic with superconductors.
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gollark: It only accelerates SOME tasks.

See also

  • Kargaroc, a smaller and weaker form of this creature
  • Helmasaur King, another great monstrosity with helmet-like protection



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