Ancient Kipawo | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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homebrew by Team Brievary

Ancient Kipawo CR: 22 (41,000 XP)

Gargantuan dragon, lawful neutral
Armor Class: 24
Hit Points: 481 (26d20 + 208)
Speed: 40 ft , swim: 120 ft

STR

30 +10

DEX

24 +7

CON

27 +8

INT

14 +2

WIS

17 +3

CHA

21 +5

Saving Throws: Dex +14, Con +15, Wis +10, Cha +12
Skills: Perception +17, Stealth +14
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: exhaustion
Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 27
Languages: Common, Draconic
Challenge Rating: 22 (41,000 XP)

Amphibious. The dragon can breathe air and water.   Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.   Siege Monster. The dragon deals double damage to objects and structures.   Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 21 2d10+10 piercing damage plus 11 2d10 force damage.   Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 2d8+10 slashing damage.   Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 16 1d12+10 bludgeoning damage plus 6 1d12 force damage.   Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.   Steam Breath (Recharge 5–6). The dragon exhales water and steam in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 77 14d10 fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.   Tidal Wave (Recharge 6). While submerged, the dragon magically creates a wall of water centered on itself. The wall is up 250 feet long, up to 250 feet high, and up to 50 feet thick. When the wall appears, all other creatures within its area must each make a DC 20 Strength saving throw. A creature takes 28 5d10 bludgeoning damage on failed save, or half as much damage on a successful one.   At the start of each of the dragon's turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from the dragon. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a DC 20 Strength saving throw or take 22 4d10 bludgeoning damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall's height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the effect ends.   A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful DC 20 Strength (Athletics) check to swim at all during that turn.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.   Detect. The dragon makes a Wisdom (Perception) check.   Tail Attack. The dragon makes one slam attack.   Move. The dragon moves up to its speed.

Lair Actions

On initiative count 20 (losing initiative ties), the Kipawo can take one of the following lair actions; the Kipawo can't take the same lair action two rounds in a row:  

  • Lightning Strike. A thunderous bolt of lightning strikes one creature in the lair that the Kipawo can see. That creature must succeed on a DC 15 Constitution saving throw or take 13 3d8 lightning damage and be stunned until the end of its next turn.
  • Launching Wave. The kipawo conjures a 15-foot cube of water that fills an unoccupied space it can see within 30 feet of it, then moves the water in a straight line up to 60 feet, after which the water disperses. Any creature that comes into contact with the rushing wave must succeed on a DC 16 Strength saving throw or be knocked prone by it and pushed 15 feet along its course.
 
Additional Lair Actions
At your discretion, a legendary (adult or ancient) kipawo can use one or more of the following additional lair actions while in its lair:   Ocean's Call. The kipawo conjures a swarm of spectral crustaceans. Each creature in the water within 120 feet of the kipawo must succeed on a DC 15 Dexterity saving throw or take 5 1d10 slashing damage; then the swarm vanishes.   Salt Burst. The kipawo chooses a point it can see in the lair. The air in a 20-foot-radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take 10 3d6 slashing damage.   Whelming Water. The kipawo causes a strong current to course through the water in its lair. The kipawo chooses any number of creatures it can see that are standing or swimming in water within 120 feet of it. Each chosen creature must succeed on a DC 15 Strength saving throw or be knocked prone.

A Kipawo's Lair

Kipawo's make their homes in underwater cave systems, and large bays and coves. As they grow older, they migrate to larger locals with the purpose of keeping themselves comfortable, desiring larger hunting grounds with which to control. By the end of their lives, a kipawo may reside within a large network of underwater caves or might consider a large range of coastal ocean as their territory, bringing potential risk to anything that even approaches the area.   The challenge rating of a legendary kipawo increases by 1 when it's encountered in its lair.

Regional Effects

The region surrounding a legendary Kipawo's lair is altered by the dragon's magic, creating one or more of the following effects:  

  • Rainy Skies. Once per day, the kipawo can alter the weather in a 6-mile radius centered on its lair. The kipawo doesn't need to be outdoors; otherwise, the effect is identical to the control weather spell.
  • Stormy Seas. Whirpools form within 16 miles of the lair, and undercurrents become stronger and more violent.
  • Thriving Wildlife. Giant Crabs and similar crustaceans are attracted to the area within 6 miles of the lair and settle there in large numbers.
  If the Kipawo dies, the population of crustaceans in the region returns to normal levels over the course of 1d10 days, along with a large number of whirlpools. The change to the weather ends immediately.  
Additional Regional Effects
Any of these effects might appear in the area around a kipawo's lair, in addition to or instead of the base regional effects described above:   Phantom Escort. Ghostly naval ships from damned crews that lost their lives within the kipawos lair can be found escorting well-meaning creatures in need of the dragon's help toward the dragon's lair.   Underwater Pursuit. Sailors glimpse the shadowy, illusory form of a sea monster (kipawo or otherwise) in the depths below them, keeping pace with their vessel.


Created by

Nicholas Hoar.

Statblock Type

Monster

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