I am not sure of the artist or who has the copyright (but I assume WotC). If I can find a better image I will swap it out.
|The Dodkong (WIP)||Challenge 22|
|Huge undead (stone giant), neutral evil||41,000 XP|
18 (Natural Armor)
350 (28d12 + 168; bloodied 262)
50 ft., burrow 50 ft. (stone glide)
|22 (+6)||14 (+2)||22 (+6)||18 (+4)||14 (+2)||20 (+5)|
Dex +9, Con +13, Int +11, Wis +9
Arcana +18, Deception +12, History +11, Insight +9, Perception +9, Persuasion +12
cold, lightning, necrotic
poison; bludgeoning, piercing, and slashing from nonmagical Attacks
charmed, exhaustion, frightened, paralyzed, poisoned, stunned
tremorsense 60 ft., truesight 120 ft., Passive Perception 19
Common, Giant, Goblin, Dwarvish, Orc, Terran
+7; Maneuver DC
Crown of Obadai.
While wearing the Crown of Obadai, the Dodkong has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the Dodkong has disadvantage on the attack roll. Additionally, the Dodkong is immune to magic that allows other creatures to read his thoughts, determine whether he is lying, or ascertain his alignment.
The Dodkong can burrow through nonmagical earth and stone. While doing so, the Dodkong doesn't disturb the material it moves through.
The Dodkong has a phylactery. When he is reduced to 0 hit points his body turns to fine stone dust. However, he gains a new body in 1d10 days, regaining all his lost hit points and becoming active again. The new body appears within 15 feet of the phylactery.
The Dodkong has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
The Dodkong has advantage on saving throws against any effect that turns undead.
The Dodkong doesn’t require air, sustenance, or sleep.
The Dodkong takes two slam attacks. It can replace one of these attacks with a paralyzing touch or petrifying touch attack.
Slam. Melee Weapon Attack.
+13 to hit, reach 10 ft., one target. Hit.
16 (3d6 + 6) magical bludgeoning damage and if the target is Medium or smaller it must make a DC 21 Strength saving throw or be grappled, knocked prone, or pushed 10 feet, the Dodkong's choice.
Paralyzing Touch. Melee Spell Attack:
+12 to hit, reach 5 ft., one target. Hit:
19 (4d6 + 5) cold damage. The target makes a DC 18 Constitution saving throw . On a failure, it is paralyzed
until the end of its next turn.
Melee Spell Attack: +12 to hit, reach 10 ft., one target. Hit: The creature begins to turn to stone and is restrained. At the end of the creature’s next turn it must make a DC 20 Constitution saving throw. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
Rock. Ranged Weapon Attack.
+13 to hit, range 240 ft., one target. Hit.
28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
The Dodkong cast one of the following spells, or use the Crown of Obadai to cast a spell, using Charisma as the spellcasting ability (spell save DC 20, +12 to hit with spell attacks).
At will): chill touch (17th level), dispel magic, eldritch blast (17th level), hellish rebuke*, mage hand, prestidigitation
3/day each: blight, cone of cold*, earthbind, erupting earth,
2/day each: antilife shell, geas, scrying
1/day each: disintegrate, finger of death, horrid wilting*
*These spells are detail below and assumed to be cast for CR calculation purposes.
*Cone of Cold (5th-level; V, S, M).
A blast of magical cold erupts from the Dodkong's hand in a 60-foot cone. Creatures in the area must make a DC 20 Constitution saving throw or take 36 (8d8) cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
*Disintegrate (6th-Level; S, M).
The lich disintegrates a target within 60 feet. A Large or smaller nonmagical object or creation of magical force, or a 10-foot-cube section thereof, is automatically destroyed. A creature makes a DC 20 Dexterity saving throw , taking 75 (10d6 + 40) force damage on a failed save. If reduced to 0 hit points, the creature and its nonmagical gear are disintegrated, and the creature can be restored to life only with true resurrection
Eldritch Blast (Cantrip; V, S). Ranged Spell Attack.
+12 to hit, range 300 ft., one to three targets. Hit.
10 (1d10 + 5) force damage per beam (4 beams).
*Finger of Death (7th-level; S).
The Dodkong cast the spell Finger of Death. A creature within 60 feet makes a DC 20 Constitution saving throw
, taking 61 (7d8 + 30) necrotic damage on a failed saving throw or half damage on a success. A humanoid killed by this spell turns into a zombie
under the lich’s control at the start of the lich’s next turn.
*Horrid Wilting (8th-level; V, S, M).
The Dodkong chooses a point it can see within 150 feet of it. Each creature within a 30-foot cub centered on that point must make a DC 20 Constitution saving throw, taking 54 (12d8) necrotic damage of a failed save, or half as much damage on a successful one. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage.
Vile Curse (1/Rest).
The Dodkong chooses one creature he can see within 90 feet. The target is cursed for 1 minute. The curse ends if the target dies, or the Dodkong die or is incapacitated. Until the curse ends, the Dodkong gains gains a +7 bonus to damage rolls against the cursed target. The Dodkong can spread this curse to a new target if the original target is slain and the new target is within 90 feet of the Dodkong.
One Large or smaller object held or creature grappled
by the Dodkong is thrown up to 60 feet in a random direction and knocked prone
. If a thrown target strikes a solid surface, the target takes 5 (1d10) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 20 Dexterity saving throw or take the same damage and be knocked prone
If a creature cursed by the Dodkong would hit him with an attack, roll a d6. On a roll of 4 or higher the attack misses the Dodkong.
If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.
*Hellish Rebuke (1st-level; V, S).
If the Dodkong is damaged by a creature within 60 feet of him, he can magically conjure flames that surround the target. The target must make a DC 20 Dexterity saving throw, taking 11 (2d10) fire damage on a failed save, or half as much damage on a successful one.
The lich 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. It regains spent legendary actions at the start of its turn.
The Dodkong surrounds himself in shadows and teleports, along with any equipment he is wearing or carrying or creature he has grappled, up to 90 feet to an unoccupied space he can see.
The Dodkong surrounds himself in shadows and ends one negative effect currently affecting him. He can do so as long as he has at least 1 hit point, even while unconscious
Frightening Gaze (Costs 2 Actions).
The lich Dodkong its gaze on one creature it can see within 20 feet of it. The target must succeed on a DC 20 Wisdom saving throw against this magic or become frightened
for 1 minute. The frightened
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.
Paralyzing Touch (Costs 2 Actions).
The Dodkong uses its Paralyzing Touch.
Disrupt Life (Costs 3 Actions).
Each creature within 30 feet of the Dodkong must make a DC 20 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Undead Magic (Costs 3 Actions).
The Dodkong can use his spellcasting action or use the Crown of Obadai.
Crown of Obadai.
Wonderous Item, artifact (requires attunement by a stone giant or undead stone giant)
While wearing this crown you have advantage on saving throws against spells and magical effects, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, and you can use an action to command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be Charmed
by you for 8 hours. Stone giants have disadvantage on their saving throws. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The crown can’t be used again in this manner until 8 hours has passed.
The crown has 30 charges for the following properties. The crown regains 2d10 + 10 expended charges daily at dawn.
. When can use an action to take control of one creature Charmed by the crowns power. The creature must make a DC 20 Wisdom saving throw or be dominated as in the spell Dominate Monster.
Raise Dead. When can use an action to take control of one creature Charmed by the crowns power. The creature must make a DC 20 Wisdom saving throw or be dominated as in the spell Dominate Monster.
While wearing this crown, you can use a bonus action to cast on of the following spells: magic stone, mold earth
, Alternatively, you can use an action to spend a charge or charges to cast one of the following spells: bones of earth
(6 charges), charm monster (4 charges), conjure elemental (5 charges), dominate beast
(4 charges), dominate monster
(8 charges), earth tremor
(1 charge), earthbind
(2 charges), earthquake
(8 charges), erupting earth
(3 charges), flesh to stone
(6 charges), investiture of stone
(6 charges), maximilian’s earthen grasp
(2 charges), move earth tremor
(6 charges), , stoneskin
(4 charges), stone shape
(4 charges), transmute rock
(5 charges), wall of stone