5e:Kopru
See Kopru (disambiguation)
Unofficial conversion of a D&D Next monster
Kopru [1] | ||||||||||||
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Medium Aberration , Neutral Evil | ||||||||||||
Armor Class: 12 | ||||||||||||
Hit Points: 52 (8d8+16) | ||||||||||||
Speed: 10 ft., swim 50 ft. | ||||||||||||
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Skills: Deception +8, Insight +6, Perception +6, Persuasion +8, Stealth +6 | ||||||||||||
Condition Immune: charmed, Mind Control | ||||||||||||
Senses: darkvision 120 ft., trusight 60 ft., passive perception 16 | ||||||||||||
Languages:
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Challenge: 6 (2,300 xp)Proficiency Bonus (PB): +3 | ||||||||||||
FeaturesAmphibious. The kopru can breathe air and water. ActionsMultiattack. 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. On its turn, if not stunned, the restrained creature may use its action to make an opposed Strength check, ending the restrained and grappled conditions on a success. The Kopru may only restrain one creature at a time, and may release a restrained creature (requiring no action), ending both the restrained and grappled condition on that creature. 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. |
Kopru
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 [2]
Sources and Notes
- user:Rlyehable. Created:2016-10-01. Licensed: CC-BY-SA. ↑
- Wizards RPG Team. SRD v3.5 (3.5e) (2003). Wizards of the Coast. 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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