Ko-Ax (5e Creature)
Ko-Ax
Large monstrosity, unaligned Armor Class 15 (natural armor)
Skills Perception +6 Amphibious. The ko-ax can breathe air and water. Combat Bioconstruct. The ko-ax is designed to carry and be directed by up to two pilots, which can be any Tiny creature; while piloted, it uses the Intelligence of the pilot with the higher ability score and is immune to psychic damage. Creatures piloting it use the senses of the ko-ax and are treated as being in total cover, but any psychic damage the ko-ax would receive is instead targeted at both pilots simultaneously. ACTIONSMutiattack. The ko-ax makes three attacks, one with its eye beam and two with any combination of stinger spikes and claws. Eye Beam. Ranged Weapon Attack: +8 to hit, range 120 ft., one target. Hit: 8 (2d6 + 1) piercing damage, and can immediately target another creature within 10 ft. with a -1 penalty to hit and damage. This action can't target same creature more than once a round. Stinger Spike. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (3d6) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 10 (1d20) acid damage on a failed save or half as much damage on a successful one. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (3d8 + 3) slashing damage.
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Despite its appearance, the ko-ax is, at its core, an unremarkable frog which has been radically shaped and twisted using magic. Created by an enigmatic and diminutive race, the ko-ax is capable of carrying a pair of Tiny creatures inside its skull; there, they plug into the creature's brain, their minds becoming one as they hijack the monster's motor functions. It creates a barrier of arcane energy which strengthens its apparently delicate body and can use small spikes in its palm to inject powerful digestive enzymes, although it rarely needs to, instead preferring to slice apart enemies from afar using a beam of energy projected from its single eye. |
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