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Kirikari

Huge · Monstrosity · CR 9 · Unaligned

Armor Class
16 (natural armor)
Hit Points and Hit Dice
142 (15d12+45)
Challenge Rating CR
9

Ability Scores

Core attributes and their modifiers.

STR
21
+5
DEX
17
+3
CON
16
+3
INT
4
-3
WIS
14
+2
CHA
4
-3

Overview

Category Monsters
Size Huge
Type Monstrosity
Alignment Unaligned
XP 5000
Initiative Bonus +3

Movement

Walk 30 ft (9.1 m)
Swim 30 ft (9.1 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Tremorsense 60 ft (18.3 m)
Passive Perception 16

Skills

Perception +6 Stealth +11

Resistances & Immunities

Damage Immunities
acid, poison
Condition Immunities
poisoned

Traits

Corrosive Mold

A creature that starts its turn grappled by the kirikari must succeed on a DC 15 Constitution saving throw or take 9 (2d8) acid damage.

Misty Veil

The kirikari emits a light fog within 30 feet of itself. The mist moves with the kirikari, lightly obscuring the area around it. If dispersed by a wind of moderate or greater speed (at least 10 miles per hour), the mist reappears at the start of the kirikari’s next turn.

Unseen Attacker

On each of its turns, the kirikari can use a bonus action to take the Hide action. If the kirikari is hidden from a creature and hits it with an attack, the target takes an extra 7 (2d6) damage from the attack.

Actions

Bite

+9 to hit, reach 10 ft (3 m). Hit: 4d12+5 plus 3d6 poison damage.

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 31 (4d12 + 5) piercing damage plus 10 (3d6) poison damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the kirikari can't bite another target.

Blinding Veil

Recharge 5–6

The kirikari expels a cloud of intensified mist, heavily obscuring everything within 30 feet of it. The mist thins back to lightly obscuring the area at the end of the kirikari's next turn.

Multiattack

The kirikari makes two slam attacks.

Slam

+9 to hit, reach 5 ft (1.5 m). Hit: 2d10+5 plus 2d8 acid damage.

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 9 (2d8) acid damage.

About Kirikari

Kirikari is a huge monstrosity with a Challenge Rating of 9. It has a unaligned alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 142 hit points (derived from 15d12+45).

GM Tips: Using Kirikari

1 tips available

When using Kirikari in your D&D 5e campaign, consider these tactical approaches:

  • Aquatic Combat: This creature can swim at 30 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.

Player Guide: Facing Kirikari

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Aquatic Combat Defense: This creature can swim at 30 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 9.

Solo Encounter:

A single character of level 12 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 9,000 XP
  • Hard: 13,500 XP
  • Deadly: 18,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Kirikari?
Kirikari has a Challenge Rating of 9, making it appropriate for parties of level 9.0.
What type of creature is Kirikari?
Kirikari is a Huge Monstrosity, which affects how certain spells and abilities interact with it.

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