The Kipawo

by Dodst

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Kipawo

Kings of the Western Seas, the kipawo is an oceanic monster to fear and revere. Prissy and territorial, kipawo hate interactions with surface creatures, preferring to remain underwater unless their presence on the surface of the water is necessary. When confronted, the burning stream of the breath weapon scalds their victims and reduces them to burnt cadavers.

Dragons of the Ocean Floor

Stemming from their evolutionary heritage, Kipawo prefers to live in coastal regions, exploring the murky floors of the sea for new plunder after the events of big storms, and naval battles. At times, Kipawo may surface to converse with seafarers about passage rights or defend its territory from encroaching bronze dragons, but beyond that, they prefer to remain deep within the waters of their layers.

Viscious Monsters

Kipawos are not outright aggressive, preferring to live isolated lives within their lairs and only leaving to defend it from those that encroach on their territory. They care little for anything outside of the water and usually ignore any ships that pass overtop, care more about the like of mermen over land-dwelling humanoids. However, if one was to get on the bad side of a kipawo, then they would soon discover that they are a force to be reconned with, easily destroying any form of defenses or naval ships, slicing through tiny adventurers, and burning their flesh with their breath weapons. And if they feel so inclined, they can launch tsunami waves with just a flick of their large tails, causing vast destruction to nearby coastal settlements. Due to these fears, many who live along the shores of a kipawo's territory will often appease it with gifts, and create passage treaties with the purpose of preventing any coastal destruction whenever possible.

Sunken Treasure

If it has sunk to the bottom of the ocean, then it is a part of the kipawo's hoard. Kipawos claim all wreckage and sunken treasures worth anything that happens to find themselves within their territory to be their hoard. Unlike normal dragons, kipawo do not go out of their way to collect their treasures and pile them up, preferring to leave their hoard pieces laying about across the ocean floor, where they may land. This makes the theft of a kipawos hoard quite the challenge, as one would have to scour the entire territory of the kipawo to find every piece of sunken sand-covered reward.

A Kipawo's Lair

Kipawo's make their homes in underwater cave systems, and large bays and coves. As they grow older, they migrate to larger locals with the purpose of keeping themselves comfortable, desiring larger hunting grounds with which to control. By the end of their lives, a kipawo may reside within a large network of underwater caves or might consider a large range of coastal ocean as their territory, bringing potential risk to anything that even approaches the area.

The challenge rating of a legendary sapphire dragon increases by 1 when it's encountered in its lair.

Lair Actions

On initiative count 20 (losing initiative ties), the Kipawo can take one of the following lair actions; the Kipawo can't take the same lair action two rounds in a row:

  • Lightning Strike. A thunderous bolt of lightning strikes one creature in the lair that the kipawo can see. That creature must succeed on a DC 15 Constitution saving throw or take 13 (3d8) lightning damage and be stunned until the end of its next turn.
  • Launching Wave. The kipawo conjures a 15-foot cube of water that fills an unoccupied space it can see within 30 feet of it, then moves the water in a straight line up to 60 feet, after which the water disperses. Any creature that comes into contact with the rushing wave must succeed on a DC 16 Strength saving throw or be knocked prone by it and pushed 15 feet along its course.

Additional Lair Actions

At your discretion, a legendary (adult or ancient) kipawo can use one or more of the following additional lair actions while in its lair:

Ocean's Call. The kipawo conjures a swarm of spectral crustaceans. Each creature in the water within 120 feet of the kipawo must succeed on a DC 15 Dexterity saving throw or take 5 (1d10) slashing damage; then the swarm vanishes.

Salt Burst. The kipawo chooses a point it can see in the lair. The air in a 20-foot-radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) slashing damage.

Whelming Water. The kipawo causes a strong current to course through the water in its lair. The kipawo chooses any number of creatures it can see that are standing or swimming in water within 120 feet of it. Each chosen creature must succeed on a DC 15 Strength saving throw or be knocked prone.

Regional Effects

The region surrounding a legendary Kipawo's lair is altered by the dragon's magic, creating one or more of the following effects:

  • Rainy Skies. Once per day, the kipawo can alter the weather in a 6-mile radius centered on its lair. The kipawo doesn't need to be outdoors; otherwise, the effect is identical to the control weather spell.
  • Stormy Seas. Whirpools form within 16 miles of the lair, and undercurrents become stronger and more violent.
  • Thriving Wildlife. Giant Crabs and similar crustaceans are attracted to the area within 6 miles of the lair and settle there in large numbers.

If the Kipawo dies, the population of crustaceans in the region returns to normal levels over the course of 1d10 days, along with a large number of whirlpools. The change to the weather ends immediately.

Additional Regional Effects

Any of these effects might appear in the area around a kipawo's lair, in addition to or instead of the base regional effects described above:

Phantom Escort. Ghostly naval ships from damned crews that lost their lives within the kipawos lair can be found escorting well-meaning creatures in need of the dragon's help toward the dragon's lair.

Underwater Pursuit. Sailors glimpse the shadowy, illusory form of a sea monster (kipawo or otherwise) in the depths below them, keeping pace with their vessel.

Variant: Dragons as Innate Spellcasters

This kipawo can innately cast five spells, once per day each, requiring no material components. Each spell's level can be no higher than 7th. The kipawo's spell save DC is DC 20, and it has +12 to hit with spell attacks.

A suggested spell list is shown below, but you can also choose spells to reflect the kipawo's character. A kipawo who innately casts druid spells feels different from one who casts warlock spells. You can also give a kipawo spells of a higher level than this rule allows, but such a tweak might increase the kipawo's challenge rating—especially if those spells deal damage or impose conditions on targets.

  • chain lightning
  • control water
  • lightning bolt
  • scatter
  • speak with animals
  • whirlwind



Ancient Kipawo

Gargantuan Dragon, Typically Lawful Neutral


  • Armor Class 24 (natural armor)
  • Hit Points 481 (26d20 + 208)
  • Speed 40 ft., swim 120 ft.

STR DEX CON INT WIS CHA
30 (+10) 24 (+7) 27 (+8) 14 (+4) 17 (+3) 21 (+5)

  • Saving Throws Dex +14, Con +15, Wis +10, Cha +12
  • Skills Perception +17, Stealth +14
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities exhaustion
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
  • Languages Common, Draconic
  • Challenge 22 (41,000 XP) Proficiency Bonus +7

Amphibious. The dragon can breathe air and water.

Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.

Siege Monster. The dragon deals double damage to objects and structures.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 11 (2d10) force damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 23 (1d12 + 10) bludgeoning damage plus 6 (1d12) force damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Steam Breath (Recharge 5–6). The dragon exhales water and steam in a 60-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 77 (14d10) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

Tidal Wave (Recharge 6). While submerged, the dragon magically creates a wall of water centered on itself. The wall is up 250 feet long, up to 250 feet high, and up to 50 feet thick. When the wall appears, all other creatures within its area must each make a DC 20 Strength saving throw. A creature takes 28 (5d10) bludgeoning damage on failed save, or half as much damage on a successful one.

At the start of each of the dragon's turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from the dragon. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a DC 20 Strength saving throw or take 22 (4d10) bludgeoning damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall's height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the effect ends.

A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful DC 20 Strength (Athletics) check to swim at all during that turn.

Legendary Actions

The dragon 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 dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes one slam attack.

Move. The dragon moves up to its speed.



Adult Kipawo

Huge Dragon, Typically Lawful Neutral


  • Armor Class 19 (natural armor)
  • Hit Points 256 (19d12+133)
  • Speed 40 ft., swim 120 ft.

STR DEX CON INT WIS CHA
28 (+9) 20 (+5) 24 (+7) 14 (+2) 16 (+3) 18 (+4)

  • Saving Throws Dex +11, Con +13, Wis +9, Cha +10
  • Skills Perception +15, Stealth +11
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities exhaustion
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25
  • Languages Common, Draconic
  • Challenge 20 (25,000 XP) Proficiency Bonus +6

Amphibious. The dragon can breathe air and water.

Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.

Siege Monster. The dragon deals double damage to objects and structures.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 9 (2d8) force damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 15 (1d10 + 9) bludgeoning damage plus 6 (1d10) force damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat

the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Steam Breath (Recharge 5–6). The dragon exhales water and steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

Tidal Wave (Recharge 6). While submerged, the dragon magically creates a wall of water centered on itself. The wall is up 250 feet long, up to 250 feet high, and up to 50 feet thick. When the wall appears, all other creatures within its area must each make a DC 18 Strength saving throw. A creature takes 17 (3d10) bludgeoning damage on failed save, or half as much damage on a successful one.

At the start of each of the dragon's turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from the dragon. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a DC 18 Strength saving throw or take 6 (1d10) bludgeoning damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall's height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the effect ends.

A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful DC 18 Strength (Athletics) check to swim at all during that turn.

Legendary Actions

The dragon 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 dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes one slam attack.

Move. The dragon moves up to its speed.


Young Kipawo

Large Dragon, Typically Lawful Neutral


  • Armor Class 17 (natural armor)
  • Hit Points 178 (17d10 + 85)
  • Speed 20 ft., swim 80 ft.

STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 20 (+5) 11 (+0) 13 (+1) 16 (+3)

  • Saving Throws Dex +7, Con +9, Wis +5, Cha +7
  • Skills Perception +9, Stealth +7
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities exhaustion
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
  • Languages Common, Draconic
  • Challenge 13 (10,000 XP) Proficiency Bonus +4

Amphibious. The dragon can breathe air and water.

Siege Monster. The dragon deals double damage to objects and structures.

Actions

Multiattack. The dragon makes one bite attack and one claw attack.

Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 6 (1d10) force damage.

Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 12 (1d12 + 5) bludgeoning damage plus 5 (1d8) force damage.

Steam Breath (Recharge 5–6). The dragon exhales water and steam in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 39 (7d10) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

Credits

Created by Nicholas H.
Proofreaders/Balancers: David D.D., Nicholas H.

Art in Order of Appearance

Both art pieces are part of a set called "Spiny Lobster Dragon" by Lē Yamamura


Kipawo Wyrmling

Medium Dragon, Typically Lawful Neutral


  • Armor Class 15 (natural armor)
  • Hit Points 75 (10d8 + 30)
  • Speed 15 ft., swim 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+3) 16 (+3) 11 (+0) 13 (+1) 16 (+3)

  • Saving Throws Dex +5, Con +5, Wis +3, Cha +5
  • Skills Perception +5, Stealth +5
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities exhaustion
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 15
  • Languages Draconic
  • Challenge 4 (1,100 XP) Proficiency Bonus +2

Amphibious. The dragon can breathe air and water.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 5 (1d8) force damage.

Steam Breath (Recharge 5–6). The dragon exhales water and steam in a 60-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 17 (3d10) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

Check out our World Anvil Article for the Kipawo Here for additional information!