Karatar (5e Creature)

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Huge giant, chaotic evil

Armor Class 20 (natural armor)
Hit Points 264 (16d12 + 160)
Speed 60 ft.

28 (+9) 14 (+2) 30 (+10) 15 (+2) 18 (+4) 18 (+4)

Saving Throws Str +16, Con +17
Damage Immunities fire, poison; bludgeoning, piercing and slashing damage from nonmagical attacks that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Common, Giant
Challenge 21 (33,000 XP)

Four Arms. The karatar can use its counterstrike reaction four times per round.


Multiattack. The karatar makes four attacks.

Fist. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.


Counterstrike. In response to being attacked, the karatar chooses one of the following options:
Attack. The karatar makes one melee weapon attack.
Block. The karatar adds 5 to its AC until the start of its next turn.

The karatars are giants made with dark and powerful magic, by burning the bodies of two stone giants and then putting their ashes at the heart of a four-armed giant statue made of iron and stone. The statue then turns to flesh and is animated as a karatar. Other giants and even dragons regard karatars as monsters and hunt them whenever they can.

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