Raiju (5e Creature)

Raiju

Large monstrosity, chaotic neutral


Armor Class 19
Hit Points 152 (16d10 + 64)
Speed 50 ft.


STR DEX CON INT WIS CHA
21 (+5) 22 (+6) 18 (+4) 11 (+0) 19 (+4) 9 (-1)

Saving Throws Str +9, Dex +10, Wis +8
Skills Acrobatics +10, Perception +8, Stealth +10, Survival +8
Damage Resistances thunder, cold
Damage Immunities lightning
Condition Immunities grappled, paralyzed
Senses blindsight 30 ft., darkvision 90 ft., passive Perception 17
Languages Understands Common and Giant
Challenge 11 (7,200 XP)


Electric Aura. A creature that touches the raiju or hits it with a melee attack takes 7 (2d6) lightning damage, and must make a DC 12 Constitution saving throw at the end of their turn, becoming paralyzed until the end of their next turn on a failed save.

ACTIONS

Multiattack. The raiju makes three attacks: one with its bite and two with its claws. The creature may choose to use flash movement instead of making claw attacks.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 4 (1d8) lightning damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 4 (1d8) lightning damage.

Flash Movement. This creature may move form one spot to another in an instant, damaging creatures in a straight line that is 60 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 31 (7d8) lightning damage on a failed save, or half as much damage on a successful one.


Source

Stories say that these elusive creatures used to be pets of the Giants of a foregone era, but nowadays these beasts can only be found far from civilization, living in seclusion with their mate. They have been known to live in near mountains or places of unusual storm activity, and are said to live thousands of years.

These creatures tend to avoid most other intelligent creatures, as their furs are widely sought by hunters for their vast protective properties. Those who do go after these creatures, must have a guaranteed way of locking the creature down as it will often flee when it believes it can not win a fight or if it is moderately injured.


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