Fokka Elite (5e Creature)
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Medium humanoid (rito), lawful evil
Saving Throws Dex +7, Con +7, Wis +6
Elite Brute. A melee weapon deals two extra dice of its damage when the fokka hits with it (included in the attack).
Innate Spellcasting. The fokka's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The fokka can innately cast the following spells, requiring no material components:
Shield Wall. While wielding a shield, the fokka adds 2 to its AC (included in its AC). Its shield is treated as a magic item.
Standing Leap. The fokka's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Multiattack. The fokka makes four attacks or casts power beam four times.
Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage, or 23 (3d10 + 6) slashing damage if used in two hands.
Parry. The fokka adds 4 to its AC against one melee attack that would hit it. To do so, the fokka must see the attacker and be wielding a melee weapon.
Flightless rito go by many names, but in their native tongue of Zoran the term "Fokka" is most often unused. Although they lack flight, fokka have lightweight bodies built for swift movement and wield abnormal strength. Fokka are natural warriors, but fokka elites push this to the extreme—capable of leaping over foes effortlessly, all while slinging powerful sword beams from behind a seemingly impenetrable shield.
Fokka are treated as outcasts, mutants, and foul creatures by most rito capable of flight. Whether it's their natural tendency or the result of this mistreatment, most fokka have a cruel and isolating disposition. They intend to fight alone, whenever possible, and distrust almost anyone.
- Rito, the race to which this creature loosely belongs
- Fokka knight, a fokka fighter that is still formidable, but not of truly elite status
- Fokkeru, a closely related from of monstrous rito, and one of few races to which fokka tend not to be openly hostile