King K. Rupt

The low light shimmers over the gold and gems piled high around the cavern. Among the piles, a heavy slithering noise is heard, followed by a guttural hiss. A large, heavily scaled lizardman stands among its horde, the spines gorwing to create a scaly crown on its head, and the flag of a long forgotten kingdom hanging from its shoulders. It rears to its full height, measuring alomst 15ft, then roars and leaps at the invaders of its treasure hold!


King K. Rupt

Large humanoid (lizardfolk), chaotic evil


  • Armor Class 18 (natural armour)
  • Hit Points 78(12d8 + 24)
  • Speed 30ft., swim 30ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 15 (+2)

  • Saving throws Con +4, Wis +2
  • Skills Perception +4, Stealth +5, Survival +4
  • Condition Immunities frightened
  • Senses darkvision 60ft, passive perception 14
  • Languages Abyssal, Draconic
  • Challenge 5 (1,200 XP)

Hold Breath. King K. Rupt can hold its breath for 15 minutes.

Tough scales. King K. Rupt's scales are harder than most other lizardmen, making it harder to deal damage.

Actions

Multiattack. King K. Rupt can make two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Body Slam Melee Attack: All targets in a 10ft diameter directly infront of King K. Rupt make a DC15 dexterity saving throw, taking 12 (2d8+4) bludgeoning damage and is knocked prone on a failed save, or half as much damage on a successful one and remains upright. King K. Rupt can make this attack once per turn, instead of all other attacks.

Tail Swipe. Melee Attack: All targets within 10ft of King K. Rupt's back make a DC15 dexterity saving throw, taking 6 (1d6+3) bludgeoning damage and is knocked prone on a failed save, or half as much damage on a successful one and remains upright. King K. Rupt can make this attack once per round, as a reaction.