Articuno (Galar) (5e Creature)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Pokémon franchise, and/or include content directly affiliated with and/or owned by Creatures, Inc., Game Freak, and Nintendo. D&D Wiki neither claims nor implies any rights to Pokémon copyrights, trademarks, or logos, nor any owned by Creatures, Inc., Game Freak, and Nintendo. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Articuno (Galar)[edit]

Medium monstrosity, neutral evil


Armor Class 14
Hit Points 187 (22d8 + 88)
Speed 20 ft., fly 70 ft. (hover)


STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 18 (+4) 22 (+6) 16 (+3) 22 (+6)

Skills Deception +11, Intimidation +11, Perception +8
Damage Resistances psychic
Senses passive Perception 18
Languages auran, understands common but doesn't speak it.
Challenge 16 (15,000 XP)


Competitive. When Articunois forced to roll disadvantage on a saving throw or attack roll it makes, which is caused by a hostile creature's spell or ability, its next spell attack has a +5 bonus to its attack and damage rolls.

ACTIONS

Multiattack. Articuno makes 2 freezing glare attacks.

Freezing Glare. Ranged Spell Attack: +11 to hit, range 90 ft., one creature. Hit: 37 (9d6 + 6) psychic damage and the target must make a DC 19 wisdom save or be restrained in psychic energy. A creature can repeat this save using an action. Once a creature saves against this effect, they are immune to it for the next minute.

Ancient Power (5/day). Articuno summons and throws chunks of ancient rock at a creature they can see within 60 feet of it. The target must make a DC 19 Dexterity saving throw, taking 7 (2d6) bludgeoning damage on a failure. In addition, if the target fails the save, Articuno gains a +1 bonus to its armor class, attack rolls, initiative bonus, saving throw DCs, and saving throws it makes for 1 minute.

REACTIONS

Trick Room. As a reaction to rolling initiative, after rolling, Articuno can use a reaction to reverse the order, starting from the lowest roll and moving up to the highest.

LEGENDARY ACTIONS

The can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.

Detect. Articuno makes a Wisdom (Perception) check.

Recover (Costs 3 Actions). Articuno regains 26 (4d12) hit points.

6_02_p20_02.jpg
Articuno, the Cruel Pokémon
4.00
(2 votes)

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: