Doitil Arkanos (5e Creature)

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Design Note: This creature was designed using Mythic Monsters (5e Variant Rule) as a guide.

Doitil Arkanos[edit]

Titanic dragon, chaotic good

Armor Class 29 (Natural Armor)
Hit Points 4953 (50d100 + 1342)
Speed 600 ft., fly 600 ft., swim 600 ft.

30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10)

Saving Throws Strength +40, Dexterity +40, Constitution +40, Intelligence +40, Wisdom +40, Charisma +40
Skills Athletics +40, Arcana +40, Acrobatics +40, Animal Handling +40, Deception +40, History +40, Investigation +40, Insight +40, Intimidation +40, Medicine +40, Nature +40, Perception +40, Performance +40, Persuasion +40, Religion +40, Sleight of Hand +40, Stealth +40, Survival +40
Damage Vulnerabilities Radiant
Damage Resistances Necrotic, thunder
Damage Immunities Cold, Fire, force, lightning, acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, paralyzed, stunned, Poisoned
Senses blindsight 240 ft., tremorsense 240 ft., truesight 240 ft., passive Perception 36
Languages Draconic, Common, Elvish, Dwarven, Sylvan, Giant, Abyssal, Celestial
Challenge 50 (1,220,000 XP)

Elemental Absorption. Whenever Doitil is subjected to fire, lightning, or cold damage, it takes no damage and instead regains a number of hit points equal to the fire, lightning, or cold damage dealt.

Immensity. Doitil can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Doitil moves through a creature's space, the creature must make a DC 30 Dexterity saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.

Primal Fear and Charm. If a creature would be immune to being frightened or charmed they instead have advantage on the roll and become frightened or charmed if they fail. Creatures with an wisdom score of 8 or lower become permanently frightened or charmed.

Gravitational Aura. Doitil has a 50ft aura that increases the gravity around him. All ranged attacks are made within or that go into the aura have disadvantage and creatures who enter the aura must make a Strength saving throw or be knocked prone and take 10d10 force damage at the start of their turns or pushed out.(Doitils Choice) If a creature has a strength score of 25 they automatically succeed the saving throw.

Cosmic Power. Doitil’s claw, tail, and bite attacks are magical. When Doitil hits with an attack or spell, the attack deals an extra 20d8 force damage in addition if Doitil were to land a critical hit the di from Cosmic Power become d20(included in the attack).

Siege Monster. Doitil deals double damage to objects and structures.

Never Ending Rampage. Whenever Doitil kills a living creature he gains temporary hit points equal to half the damage he dealt to it (rounded up).

Ultimate Criticals. Doitil lands a critical hit on a roll of 16-20.

Unstoppable Force. Damage dealt by Doitil bypasses resistance and treats immunity as resistance. In addition whenever Doitil kills a creature they cannot be brought back to life unless the wish spell is cast at the 10th level.

Immovable Object. If Doitil would take damage that would bypass his immunity he will instead take the damage as resistance. Additionally Doitil can not be moved from where he is standing by any means if he is conscious.

Born Worthy. Doitil ignores all class, race, and level requirements on the use of magic items and weapons.

Innate Spellcasting. Doitil can innately cast these spells (Save DC 30, +40 to hit):

At will: all force, fire, lightning and cold damaging cantrips and 1st-3rd level spells

4th level (7 slots):Lava Line, Control Air, Reshape Terrain, Spike Stones, Shake Earth

5th level (6 slots):Earthen Prison, Fallen Meteor, Fire Flow, Lighting Rain

6th level (5 slots):Avalanche, Mind Kill, Elemental Wrath, Flux Wall

7th level (4 slots):Fire Tornado, Oblivion Wave, Mass Death Ward, Dimensional Lock

8th level (3 slots):Air Removal, Black Hole Beam, Control Monster,Tornado

9th level (2 slot):Genesis, Greater Heal, Obliterate Soul, Obliterate

10th level (1 slot):

Adamantine Bones. Doitil has disadvantage on all Dexterity saving throws, checks, attack rolls that use dexterity, and any critical hit against him becomes a normal hit.

Mythical Strike. Doitil can choose to automatically hit all of his attacks and all of his attacks deal max damage, but he gains vulnerability to his resistances and every attack made against him is with advantage and is a critical.

Legendary Resistance (5/Day). If Doitil fails a saving throw, it can choose to succeed instead.


Multiattack. Doitil can use his Frightful Presence. He then makes nine attacks: two with his bite, one with his tail and four with his claws. He may use his Crush or Swallow in place of his bite.

Bite. Melee Weapon Attack: +40 to hit, reach 30 ft., 10 targets. Hit: 65 (10d10 + 10) piercing damage plus 90 (20d8) force damage.

Claw. Melee Weapon Attack: +40 to hit, reach 45 ft., 10 targets. Hit: 45 (10d6 + 10) slashing damage plus 90 (20d8) force damage.

Tail. Melee Weapon Attack: +40 to hit, reach 180 ft., 20 targets. Hit: 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) force damage.

Wings. Ranged Weapon Attack: +40 to hit, reach 400 ft., everything within range. Hit: 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 Strength saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.

Crush. Doitil attempts to crush its foes underneath it using its weight. All creatures in Doitils space must make a DC 20 Dexterity saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes grappled by the dragon (escape DC 20). While grappled in this manner, a creature is also considered prone and restrained, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Doitils turns. A creature is freed from this grapple when the dragon moves.

Swallow. Doitil makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of Doitil’s turns.
If Doitil takes 75 damage or more on a single turn from a creature inside it, Doitil must succeed on a Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Doitil. The DC for this saving throw equals one-third the damage taken during that single turn. If Doitil dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Frightful Presence. Each creature of Doitil’s choice that is within 240 feet of him and aware of him must succeed on a DC 30 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapon (Recharge 3-6). Doitil uses one of his breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.

  • Force Breath. 600 ft cone, 263 (60d10) force damage, Con saving throw
  • Lightning Breath. 600 ft x 20 ft line, 263 (60d10) lighting damage, Con saving throw
  • Weakening Breath. 600 ft cone, Each creature in that area must succeed Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength checks, and Strength Saving Throws for 10 minutes.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Burst of the Cosmos. all creatures within 50 feet of Doitil must succeed a Strength saving throw. On a failed save, the creature takes 15d8 force damage and is pushed back by 30 feet. On a successful save, the creature is not pushed back and takes half as much damage.


Otherworldly Resistance. When Doitil takes damage he can use his reaction to reduce all damage he takes by 12d10 until the start of his next turn.


The Doitil can take 5 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 Doitil regains spent legendary actions at the start of its turn.

Detect. Doitil makes a Wisdom (Perception) check.
Tail Attack. Doitil makes a tail attack.
Quick Spell (Costs 2 Actions). Doitil cast an At Will spell.

Biology Doitil is a otherworldly dragon, others will see similarities between the Dragonborn and Doitil. When fully erect he 300ft tall with a wingspan of 650ft from edge to edge companied by a 300ft long tail. His scales fluctuate between Gold, Azure, Grey, and Crimson, and Black.

History This race of dragon once believed they were the only sentient life in the cosmos, even after traveling from planet to planet until the oldest of them came across world that was covered in conflict between the Primordials and the Elder Gods. Acting as the mediator Arkanos the father of this Cosmic Dragons, put an end to the conflict having the Elder Gods as well as the Primordials, both reluctant but the war was over. After many years Arkanos and his dragons made another world their home. This peace was not to last after 100 years the gods became jealous of the power of the dragons and planned a purge upon them and take back the world they fought so hard for. Unprepared and out numbered the dragons fought bravely until none were left all but one.

Personality With the loss of his family Doitil wondered from world to world gaining power in secret learning the weakness of the gods. Disguising himself as the mortals he spent many centuries finding new friends participating in wars, increasing his knowledge and learning battle tactics. Overtime Doitil realized that the life of an adventurer was the life he was born to have.

Battle Tactics A master tactician in his own right, he once commanded three different continental wars at once at which his armies were vastly outnumbered. Doitil tends to test his opponents when he first encounters a foe he tends not to strike back until he sees promising power.

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