5e:Kopru

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See Kopru (disambiguation)

Unofficial conversion of a D&D Next monster

D&D 5e (2014) Conversion Varied  ʰ 
See sections for licenses

Rlyehable  +

User Creation
Source: Rlyehable
Date Created: 2016.10.01
Status: Initial Draft


Kopru
Medium Aberration , Neutral Evil
Armor Class: 12
Hit Points: 52 (8d8+16)
Speed: 10 ft., swim 50 ft.
Str Dex Con Int Wis Cha
15 (+2) 14 (+2) 14 (+2) 11 (+0) 10 (+0) 15 (+2)
Skills: Deception +8, Insight +6, Perception +6, Persuasion +8, Stealth +6
Condition Immune: Charmed, Mind Control
Senses: Truesight 60', Darkvision 120', passive perception 16
Languages: Common, Deep Speech, Telepathy 120' (unlimited with controlled creatures)
Challenge: 6 (2,300 xp)Proficiency Bonus (PB): +3

Features

Amphibious. The kopru can breathe air and water. 

Actions

Multiattack. The kopru can make a bite attack and a tail claws attack. If charged, the kopru can make a dominate creature attack instead of a bite or tail claws attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.; one creature. Hit: 9 (2d6+2) piercing damage.

Tailclaws. Melee Weapon Attack: +5 to hit, reach 5 ft.; one creature. Hit: 15 (3d8+2) slashing damage and the creature is grappled and restrained. The target creature must make a Wisdom saving throw of DC 15; on a a failed save it is stunned for 1 minute; on a successful save it is not stunned, but remains grappled.

Dominate Creature (Recharge 5-6). The kopru chooses one living creature (that can understand a language) it can see within 60 feet of it. The target must make a DC 15 Wisdom saving throw. Failed Save: The kopru has access to all of the target's thoughts and memories, and the target is controlled for 1 minute.

At the end of the minute, the controlled creature makes another saving throw (same DC). Failed save: The creature remains controlled for an hour.

Before the save attempt at the end of the minute, any command to harm itself or damage taken, by the controlled creature, will allow it to take an immediate, additional save vs. the kopu's control; after a failed save at the end of the minute, the control is complete.

At the end of the hour, the creature makes another saving throw (same DC), Failed save: the creature remains controlled for a day. Successful save: The creature is no longer controlled, but is stunned for d10 minutes.

This is repeated (same DC, but with disadvantage) at the end of a day, month, and year. If the creature fails the save at the end of the year, the control is permanent. Successful save: the creature is no longer controlled, but is stunned for d10 minutes, and suffers d4 levels of exhaustion (note this may kill a creature if they already had several levels of exhaustion.

If the creature succeeds on any of these saves, the character has advantage on saves against being controlled by a kopru for 1 hour.

A creature under the kopru's control is immune to being charmed. A Remove Curse spell, cast on a controlled creature, will allow an immediate save attempt against the kopru's control. If the kopru is killed, all controlled creatures are released.

While controlled, the target must obey the kopru's commands (usually given via telepathy). The kopru can have only one creature controlled at a time, however, creatures controlled for more than an hour do not count against this limit. A kopru does not need to maintain concentration to maintain control and the control has unlimited range once established.

Psychic Vampirism. The kopru can use a bonus action to heal itself using unspent hit dice of creatures that it has controlled for more than one minute (i.e. have failed their save at the 1 minute mark). Monsters controlled by the kopru have a number of hit dice equal to the dice shown in the hitpoints section of their description.

Psionic Retaliation. The Kopru may use its reaction when taking damage, being subject to a spell effect, or having to make a save, using the following attack: +6 to hit, reach 10 ft.; one creature. Hit: 5 (1d6+2) psychic damage, and the creature is stunned until the end of the creature's next turn.

Kopru

 [1] 
Kopru are amphibious, reptilian creatures with smooth, hairless bodies. Their upper body is roughly humanoid, with a head and two arms, whilst their lower body is eel-like and with the tail breaking into three fluke-like segments, each tipped with a claw. Their hands are webbed, and also with sharp claws. Small spikes also protrude from their shoulders and elbows. They have bulging, fish-like eyes and a tentacled, sphincter-like mouth. The expansion of kopru society is severely limited by their need for extremely hot, wet environments (such as volcanic hot springs). As a result, their civilization has been in a state of slow decline for many years

Sources and Notes

  1. 3.x edition SRD. Licensed OGL

Author's Notes

This is my unofficial conversion of the D&D Next creature. I felt that, as an aberration, it did not live up to the horror of Mind Flayers & Aboliths. This is my attempt to raise their power and status.

They still seem fairly weak, until you realize that each kopru may control dozens or even hundreds of creatures. Also their domination (after the first minute) is unlike charm, in that they can have the creature act against their nature (and even harm themselves or loved ones).

Not included in this article, but in my mind when doing this conversion is that there are stronger kopru that will have legendary and lair actions.

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Monster data +

Kopru (Sort Text: Kopru 5e, Size: Medium, Type: Aberration, Alignment: Neutral Evil, HP: 52, CR: 6, Features: Amphibious Multiattack Bite Tailclaws Dominate Creature Psychic Vampirism Psionic Retaliation, Has Lair: No, NPC: No, Canon: No, Pointer: No, UA: No, User: Yes, Sources: Rlyehable)

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