Qapukulu as depicted in a khejali manuscript. |
The sultan genie gives them tattoos of his own calligraphic signature: this makes they awesome in the eyes of the people and strengthens the thick hide with magic protection, usually the element related to the sultan himself. Identifying which magic resistance (cold, fire, electricity or bludgeoning) the qapukulu has requires an Arcana test with DC 12.
They mostly use two-handed swords suitable for executions. |
Huge monstrosity, neutral lawful
Armor Class 15 (scale armor)
Hit Points 125 (12d12 + 48)
Speed 40 ft.
STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 18 (+4) 10 (+0) 12 (+1) 12 (+1)
Damage Resistance cold or fire or lightning or bludgeoning
Skills Athletics +12, Perception +4
Languages Common, Khejali
Challenge 6
Trampling Charge. If the qapukulu moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the qapukulu can make one stomp attack against it as a bonus action.
ACTIONS
- Multiattack. The qapukulu makes two attacks: one with the greatsword and one gore attack
- Greatsword. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.
- Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 5) piercing damage.
- Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 5) bludgeoning damage.
- Swivel gun. Ranged Weapon Attack: +5 to hit, range 325/3250 ft., one target. Hit: 15 (3d10) bludgeoning damage.
Bronze swivel gun. |
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