Johyo (5e Creature)

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Large monstrosity, chaotic evil

Armor Class 18
Hit Points 110 ((80+3d20))
Speed 30ft, 30ft climb

26 (+8) 13 (+1) 22 (+6) 6 (-2) 16 (+3) 10 (+0)

Skills +4 intimidation, +4 stealth (whilst on a ceiling)
Damage Vulnerabilities Cold
Damage Resistances Piercing, Slashing and Bludgeoning from non-magical or silvered weapons
Damage Immunities Fire
Condition Immunities Frightened & Deafened
Senses Infrared Vision, normal sight: Dark vision however has advantage on perception checks to see living creatures and can see invisible creatures, passive perception 14
Languages — (Understands common but cannot speak)
Challenge 11 (7200 XP)

Flame Recharge. If the Johyo is hit with 25 or More fire damage its Plasma Breath is recharged and Its heated body is reactivated however they both deal 1/2 damage.

Frost Weakness. If the Johyo is hit with 25 or More Cold damage its Plasma breath loses its charge and The effects of heated body are deactivated.

Heated Body. A creature that touches the johyo or hits it with a melee attack while within 5 feet of it must make a DC 12 Dexterity saving throw taking 2d4 fire damage on a success and 1/2 damage on a failure.-->


Multi Attack. The Johyo makes four attacks with its chain blade attack.

Chain blade. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 6) slashing damage, the creature must succeed a DC 16 strength saving throw or be knocked in the direction of wear the blade swings by 5ft.

Crush. The Johyo shoots its blades into an area 15ft in front of it and launches off the ground (all of its blades must be retracted). Creatures 15ft in a line in front of the Johyo must Succeed a DC 18 Dex Savingthrow on a failure the creature takes (4d12+8) Bludgeoning damage and are knocked prone on a success the creature is knocked prone, 5ft in any direction away from the line. Creatures 30ft away from the launch must Succeed a DC 16 Dex Savingthrow on a failure the creature takes (2d12+4) Bludgeoning damage and are knocked prone. On a succeess a creature moves 5ft in any direction away from the line. The johyo takes 1/2 of the damage dealt from this attack and is knocked prone. (This action takes up the whole Johyos turn)

Extend Blade. Range Weapon Attack: +8 to hit, reach 15ft, one target Hit: (4d6+12) Piercing damage, the creature must succeed a DC 18 Dex saving throw on a failure the creature is grappled. The creature can only escape the grapple by running the distance between them and the end of the chain (the creatures movement is halfed). For every 1-5ft movement down the chain the creature takes an additional (1d6) slashing damage. (This can only be use if two of the creatures blades on one arm are retracted). If a creature succeeds it takes 1/2 damage and is not grappled.

Retract Blade. A creature grappled by the extend blade attack must make a DC 26 strength savingthrow, on a failure the creature is dragged to the Johyos hand and smashed to the ground taking (2d12+8) Bludgeoning damage and are knocked prone and grappled. On a success the creature holds its ground and the Johyos blade is removed from the creatures chest (the creature take 1d6 slashing damage) This attack takes up two multi attack slots, the creature may use this action instead of one of its attacks, to set up for an extend blade attack.

Plasma Breath 1/day. The Johyo exhales a large beam of plasma in a 60 foot line that is 5ft wide. Each creature in that line must make a DC 18 DEX savingthrow, taking (10d10) fire damage on a failed save, or half as much damage on a successful one. Once this is used the Johyo loses the effects from heated body.

Johyo: The large beast towers over the cities guard as it splits the very ground they stand on in half with its Plasma Breath, cutting down the men and women with one beaming roar, it swings from building to building tearing down each one with the inertia from its movement as the chains attach and release from the buildings. The creature is expressionless seeming to have no purpose but destruction, with the flames and screams behind it continues on its path.

Forever Hungry. The Johyo is a creature of mystery however seems to always hunger for destruction, leaving its rocky lair to reek havoc on anything it comes across, burning down forests with its presence and slaying anything with a heartbeat, quickly shoving anything it can from the creature into its mouth before moving on.

Trophy Monsters. The Johyo is a creature hunted by the strongest adventurers, as it is a creature worthy of a prize, many experienced adventures would hang up the head of a Johyo on the wall and sell its parts for wealth or to use for themselves, The eyes can be used to create infrared googles, the core of the creature creates a indistinguishable inferno and the chains it uses for battle can be crafted into fine weapons or even replicated to create similar mechanical devices.

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