Tapu Koko (5e Creature)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Pokémon franchise, and/or include content directly affiliated with and/or owned by Creatures Inc., Game Freak, and Nintendo. D&D Wiki neither claims nor implies any rights to Pokémon copyrights, trademarks, or logos, nor any owned by Creatures Inc., Game Freak, and Nintendo. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Tapu Koko[edit]

Medium fey, chaotic good


Armor Class 17 (natural armor)
Hit Points 297 (35d8 + 140)
Speed 60 ft.


STR DEX CON INT WIS CHA
18 (+4) 21 (+5) 18 (+4) 14 (+2) 18 (+4) 13 (+1)

Saving Throws Dex +10
Damage Immunities electric
Senses passive Perception 14
Languages Sylvan, understands Common but doesn't speak it, telepathy 120 ft.
Challenge 16 (15,000 XP)


Electric Surge. A creature that touches Tapu Koko or hits it with a melee attack while within 5 feet of Tapu Koko takes 14 (4d6) lightning damage.

Improved Initiative. Tapu Koko has advantage on initiative rolls. If the campaign uses static initiative, it instead gains a +5 bonus to its initiative score.

ACTIONS

Electro Ball. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 33 (8d6 + 5) lightning damage, plus an amount equal to Tapu Koko's initiative count.

Nature's Madness (Recharge 5-6). Tapu Koko conjures a momentary whirl of branches and vines at a point it can see within 60 feet of it. Each creature in a 30-foot cube on that point must make a DC 17 Dexterity saving throw, taking 21 (6d6) bludgeoning damage and 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one.

Guardian of Alola (1/day). Tapu Koko targets one creature within 120 feet of it that it can see. The creature must succeed on a DC saving throw against the magic or take lightning damage equal to half its hit point maximum.

Spark. Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 19 (4d6 + 5) lightning damage.

LEGENDARY ACTIONS

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

Detect. Tapu Koko makes a Wisdom (Perception) check.

Move. Tapu Koko moves up to half its speed without provoking opportunity attacks.

Spark (Costs 2 Actions). Tapu Koko makes one spark attack.



Back to Main Page5e Homebrew5e Creatures

Home of user-generated,
homebrew pages!


Advertisements: