Magikarp (5e Creature)

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Magikarp[edit]

Small beast, unaligned


Armor Class 12 (Natural Armor)
Hit Points 15 (5d8+6)
Speed 10 ft., swim 50 ft.


STR DEX CON INT WIS CHA
2 (-4) 18 (+4) 6 (-2) 2 (-4) 2 (-4) 2 (-4)

Damage Vulnerabilities lightning
Damage Resistances fire cold
Condition Immunities charmed
Senses passive Perception 6
Languages
Challenge 1/8 (25 XP)


Undying. Magikarps refuse to die. If put into any situation spelling death (with the exception of situations involving electricity), a magikarp can make a DC 15 Dexterity check if it can. On success, a magikarp somehow avoids death entirely.

Air-Breathing. Magikarp is a water-breather. Somehow, however, it can breath air as though it were water.

Dirty Boi. Magikarp can survive in dirty water as though it were pristine.

ACTIONS

Flail. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 (1d4 - 2) bludgeoning damage.

Splash. The magikarp flops around pathetically. All creatures watching it must make a DC 12 Charisma saving throw or be charmed by it for 1 minute creatures charmed by it feel bad for it..


MAGIKARP is virtually useless in battle as it can only splash around. As a result, it is considered to be weak. However, it is actually a very hardy POKéMON that can survive in any body of water no matter how polluted it is.


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