5e:Kopru
See Kopru (disambiguation)
Unofficial conversion of a D&D Next monster
Kopru | ||||||||||||
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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: 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 | ||||||||||||
Amphibious. 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. 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.
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Kopru
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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