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Koibuto

Medium Beast (Yokai), unaligned

Armour Class 16 (Ice Shell)

Hit Points 52 (8d8 + 16)

Speed 10 ft., burrow 15 ft., swim 30 ft. (see Melt)

STR         DEX CON INT WIS CHA

14 (+2) 13 (+1) 15 (+2) 3 (-4) 15 (+2) 5 (-3)

Damage Resistances cold, fire

Senses darkvision 60 ft., passive Perception 12

Languages

Challenge 1 (200 XP)  Proficiency Bonus +2

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Ice Shell. The koibuto’s crystalline ice armour conducts thunder. It has disadvantage on saving throws against effects that deal thunder damage, and attacks that deal thunder damage have advantage to hit it. Whenever it takes 5 or more thunder damage in a single instance, it takes an additional 4 (1d8) thunder damage.

Melt. The koibuto can swim through snow at least 3 feet deep, and can burrow through ice by melting a channel.

Semi-Amphibious. The koibuto can breathe air and water, but must be submerged in water once every 4 hours or take 9 (1d8) necrotic damage at the end of each 4-hour period.

Stored Steam. Whenever the koibuto takes 3 or more damage in a single instance, it emits gouts of scalding steam and each other creature within 5 feet of it takes 2 (1d4) fire damage.

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Actions

Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Squirt. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 1 bludgeoning damage, the target becomes wet and must succeed on a DC 12 Strength saving throw or be pushed back 5 feet.

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