Kirre (5e Creature)

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Kirre[edit]

Large beast, neutral


Armor Class 13
Hit Points 90 (12d10 + 24)
Speed 60 ft., climb 40 ft., fly 20 ft.


STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 17 (+3) 8 (-1) 11 (+0)

Saving Throws Str +4, Int +6
Skills Insight +1, Perception +5
Damage Resistances psychic
Senses passive Perception 15
Languages telepathy 60 ft.
Challenge 6 (2,300 XP)


Detection. The kirre is aware of any creature concentrating on a spell or other magical effect within 60 feet of it.

ACTIONS

Multiattack.The kirre can make seven attacks: four with its claws, one with its bite, one with its horns, and one with its tail. It can use Psionic Blast instead of its bite.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Horns. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Psionic Blast. The kirre unleashes a powerful burst of psionic power, emanating from itself in a 30-foot radius. Each creature in that area must succeed on a DC 15 Intelligence saving throw or become stunned until the end of its next turn. If the kirre is using its flying speed, it cannot use this action.


kirre.gif

The kirre is a beast resembling a giant tiger with three pairs of legs and horns, and it is not to be trifled with. They sport natural weapons to shred even the most experienced hunter to shreds. Coupled with their psionic powers, kirre are easily one of the biggest threats in their forests. To those who manage to down one, their sweet meat is a juicy reward.



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