Mokele Mbembe (5e Creature)

Mokele Mbembe

Huge beast, unaligned


Armor Class 15 (natural armor)
Hit Points 148 (11d12 + 77)
Speed 40 ft., swim 40 ft.


STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 23 (+6) 4 (-3) 14 (+2) 7 (-2)

Skills Stealth +4
Senses passive Perception 10
Languages
Challenge 8 (3,900 XP)


Brute. When the mokele hits with a melee weapon attack, the attack deals one extra die of the weapon's damage to the target (included in the attack).

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

Jungle Camouflage. The mokele has advantage on Dexterity (Stealth) checks made in jungle terrain.

Rampage. When the mokele reduces a creature to 0 hit points, with a melee attack on its turn, the mokele can take a bonus action to move up to half its and make a melee attack.

Relentless (Recharges after a Short or Long Rest). If the mokele is reduced to 0 hit points, it is reduced to 1 hit point instead.

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

Sure-Footed. The mokele has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Swamp Camoflage. The mokele has advantage on Dexterity (Stealth) checks made in swampy terrain.

Trampling Charge. If the mokele moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mokele can make one stomp attack against it as a bonus action.

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

ACTIONS

Multiattack. The mokele-mbembe makes three attacks: two with its stomp and one with its tail, or three with its stomp. It can substitute the two stomps with a slam attack, but can't use its slam and tail against the same target.

Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 34 (4d12 + 8) bludgeoning damage.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Earthly Shake (Recharges after a Short or Long Rest). The mokele strikes the ground with its feet, triggering an earthquake. All other creatures on the ground within 30 feet of the mokele must make a DC 18 Strength saving throw. On a failed save, a creature takes (2d10) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

REACTIONS

Unbridled Fury. In response to being hit by a melee attack, the mokele can make one melee weapon attack with advantage against the attacker.

http://cryptidz.wikia.com/wiki/Mokele_Mbembe

A name that means "one who stops the flow of water," the mokele-mbembe is a large sauropod dinosaur found the thickest of jungles. Occasionally responsible for attacking them, locals both fear and respect these massive herbivores and are normally quick to turn away and leave them to their business. The great creatures are normally not violent though are not too keen on being approached.


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