Raiju | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

homebrew by Team Brievary

Raiju CR: 17 (18,000 XP)

Large elemental (yokai), chaotic neutral
Armor Class: 19 (natural Armor)
Hit Points: 200 16d10+112
Speed: 0 ft , can hover

STR

20 +5

DEX

22 +6

CON

24 +7

INT

14 +2

WIS

19 +4

CHA

11 +0

Saving Throws: Str +9, Dex +10, Wis +8
Skills: Acrobatics +10, Perception +8, Stealth +10, Survival +8
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: lightning, poison, thunder
Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses: blindsight 30 ft., darkvision 90 ft., passive Perception 18
Languages: Common, Abyssal, Auran
Challenge Rating: 17 (18,000 XP)

Storm Body. The raiju can move through a space as narrow as 1 inch wide without squeezing.   Aura of Energy. A creature that touches the raiju or hits it with a melee attack while within 5 feet of it takes 11 2d10 lightning damage.   Keen Hearing and Smell. The raiju has advantage on Wisdom (Perception) checks that rely on hearing or smell.   Magic Resistance. The raiju has advantage on saving throws against spells and other magical effects.   Pack Tactics. The raiju has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The raiju makes three attacks, one with its bite and two with its claws. The raiju may instead choose to use bolt travel instead of it making two claw attacks.   Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 2d6+6 piercing damage plus 5 1d8 lightning damage.   Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 2d8+6 piercing damage plus 5 1d8 lightning damage.   Moving Bolt (Recharge 6). The raiju may transform into a bolt of lightning and instantly move in a strait line to a spot it can see within 60 ft. This movement acts as a lightning bolt spell, and each creature in the path must make a DC 16 Dexterity saving throw, taking 28 8d6 lightning damage on a failed save, or half as much damage on a successful one.


Created by

Nicholas Hoar.

Statblock Type

Monster

Link/Embed