Dokufu (5e Creature)

From D&D Wiki

Jump to: navigation, search


Gargantuan fiend, neutral evil

Armor Class 19 (natural armor)
Hit Points 396 (24d20 + 144)
Speed 50 ft., burrow 50 ft., climb 50 ft.

30 (+10) 14 (+2) 22 (+6) 20 (+5) 18 (+4) 20 (+5)

Saving Throws Dex +9, Con +13, Wis +11
Skills Perception +11, Stealth +9
Proficiency Bonus +7
Damage Resistances force, psychic
Damage Immunities acid, necrotic, poison
Condition Immunities frightened, poisoned
Senses blindsight 120 ft., darkvision 120 ft., passive Perception 21
Languages Abyssal, Common, Draconic, Giant, Goblin, telepathy 120 ft.
Challenge 22 (41,000 XP)

Legendary Resistance (3/Day). If the dokufu fails a saving throw, it can choose to succeed instead.

Magic Weapons. The dokufu's weapon attacks are magical.

Spider Climb. The dokufu can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the dokufu knows the exact location of any other creature in contact with the same web.

Web Walker. The dokufu ignores movement restrictions caused by webbing.

Spellcasting. The dokufu is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The dokufu can cast silent image and web at will and has the following wizard spells prepared:

Cantrips (at will): acid splash, blade ward, dancing lights, mage hand, prestidigitation
1st level (4 slots): detect magic, find familiar, identify, sleep
2nd level (3 slots): darkness, detect thoughts, mirror image, see invisibility
3rd level (3 slots): counterspell, dispel magic, major image, spike growth
4th level (3 slots): black tentacles, cloudkill, dimension door
5th level (3 slots): dominate person, passwall, scrying
6th level (1 slot): programmed illusion
7th level (1 slot): mirage arcane
8th level (1 slot): dominate monster
9th level (1 slot): weird


Multiattack. The dokufu uses its Aura of Terror. It then makes three attacks: one with its bite and two with its sword legs.

Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) piercing damage, and the target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Sword Leg. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 23 (3d8 + 10) slashing damage.

Aura of Terror. Each creature of the dokufu's choice within 120 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the dokufu is within line of sight, 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 dokufu's Aura of Terror for the next 24 hours.

Arachnid Swarm (Recharge 5-6). The dokufu blasts a swarm of hungry, poisonous spiders in a 90-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 35 (10d6) piercing damage and 35 (10d6) poison damage on a failed save, or half as much damage on a successful one. If the damage reduces the target to 0 hit points, the target dies, and its body turns into a swarm of insects (spiders) that obeys the dokufu's verbal commands.


The dokufu 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 dokufu regains spent legendary actions at the start of its turn.

Cantrip. The dokufu casts a cantrip.
Move. The dokufu moves up to its speed without provoking opportunity attacks.
Attack. The dokufu makes one sword leg attack.

These ancient creatures have existed before the great schism of Dhuka and Nirvana but they were already corrupted before the times of the antediluvian floods. They are massive spiders with incredible intelligence that generally live in the deepest caverns of the world and they are masters of domination and illusion. They manipulate people and prey to fall into deadly traps or fight amongst each other. They also love to burrow in the sand deep in the soil of deserts, jungles and other areas with soft soil to ambush their prey. Their presence is readily available especially in river valleys in grasslands because webs can be seen everywhere hanging from the trees and covering the entire ravine with shady webbing, swarms of large spiders can be seen running across these webs, some the size of people's hands and even heads.

(0 votes)

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!