Legendary Resistance (3/Day). If Dodkong fails a saving throw, he can choose to succeed instead.
Spellcasting. The Dodkong is a 9-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The Dodkong has following Wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
4th level (3 slots): blight, dimension door
5th level (1 slots): cloud kill, scrying
Turn Resistance. Dodkong has advantage on saving throws against any effect that turns undead.
Rejuvenation. If he has a phylactery, a destroyed Dodkong gains a new body after 1d20 days, regaining all hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Paralyzing Touch. Melee Spell Attack: +9 to hit, reach 15 ft., one creature. Hit: 7 (2d6) cold damage. The target must succed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of tis turns, ending the effect on itself on a success.
Staff O' Bones. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 19 (3d8+6) bludgeoning damage. The target must succeed on a DC 10 Constitution saving throw or have their maximum hit points reduced by an amount equal to the damage dealt. The maximum hit points are regained upon finishing a long rest.
The dodkong can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dodkong regains spent legendary actions at the start of its turn.
Cantrip. Dodkong casts a cantrip
Paralyzing Touch. Dodkong uses his Paralyzing Touch
Frightening Gaze. Dodkong fixes his gaze on one creature he can see within 10 feet of him. The target must suceed on a DC 15 Wisdom saving throw against this magic or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turn, ending the effect on itself on a success. If the target's saving throw is successful or the effect ends for it the target is immune to Dodkong's gaze for the next 24 hours.
Disrupt Life. Each living creature within 20 feet of the lich must make a DC 15 Constitution saving throw against this magic, taking 14 (4d6) necrotic damage on a failed save, or half as much on a succesful one.
Previous Versions
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3/19/2021 6:57:16 PM
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6
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1
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5e
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Coming Soon
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This isn't a original creation of my own. Upon researching cool variations to Storm King's Thunder I saw lots of comments about throwing in the Dodkong as a variation to the Stone Giants Boss fight. I found this suggested build on a forum and decided to create an entry on DndBeyond for people to use for Storm kings or for a fun encounter for a level 8-9 party.