Monster
Kopoha
Outside your table’s allowed sources
Official reference · ToFW · 2014
- Creature type
- Celestial
- Size
- Huge
- Armor class
- 22 (natural armor)
- Hit points
- 313 (19d12 + 190)
- Speed
- Walk 50 ft., Fly 50 ft., Swim 50 ft.
- Challenge rating
- 23
- Alignment
- Chaotic Good
- Strength
- 30
- Dexterity
- 21
- Constitution
- 30
- Intelligence
- 21
- Wisdom
- 22
- Charisma
- 27
- Passive Perception
- 16
- Saving Throws
- str: +17; int: +12; wis: +13; cha: +15
- Skills
- insight: +13; persuasion: +15
- Senses
- truesight 120 ft.
- Languages
- all
- Immunities
- immune: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Traits
Legendary Resistance (3/Day)
If Kopoha fails a saving throw, it can choose to succeed instead.
Kopoha has advantage on saving throws against spells and other magical effects.
Magic Weapons
Kopoha's weapon attacks are magical.
Actions
Bolt
Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (empyrean's choice): acid, cold, fire, force, lightning, radiant, or thunder.
Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Kopoha makes one attack.
Bolster
Kopoha bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can't be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of Kopoha's next turn.
Trembling Strike (Costs 2 Actions)
Kopoha strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of Kopoha must succeed on a DC 25 Strength saving throw or be knocked prone.
Innate Spellcasting
Kopoha's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: greater restoration, pass without trace, water breathing, water walk
1/day each: commune, dispel evil and good, earthquake, fire storm, plane shift (self only)