Avatar of Kurtulmak medium humanoid (kobold), lawful evil
Armor Class 20 (natural armor)
Hit Points 475 (38d8+304)
Speed 40 ft.
STR 25/+7
DEX 16/+3
CON 26/+8
INT 16/+3
WIS 23/+6
CHA 22/+6
Saving Throws DEX +10, CON +15, WIS +14, CHA +13
Skills Stealth +10, Sleight of Hand +17, Perception +13, Intimidation +13
Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Petrified
Senses Truesight 120 ft., Passive Perception 23
Languages All, Telepathy 120 ft.
Proficiency Bonus +7
Legendary Resistance (3/Day). If Kurtulmak fails a saving throw, he can choose to succeed instead.
Magic Resistance. Kurtulmak has advantage on saving throws against spells and other magical effects.
Claws of Tiamat. Kurtulmak’s weapon attacks are magical and deal an added 18 (4d8) acid, fire, or cold damage.
Pack Tactics. Kurtulmak has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Rampage. When Kurtulmak reduces a creature to 0 hit points with a melee attack on his turn, Kurtulmak can use his reaction to move up to half his speed and make a pike attack.
Actions
Multiattack. Kurtulmak either makes two melee attacks or casts a spell and makes one melee attack.
Pike. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage along with 18 (4d8) acid, fire, or cold damage.
Stinger. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 14 (2d6 + 7) piercing damage and 18 (4d8) acid, fire, or cold damage. The target must make a DC 23 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Spellcasting. Kurtulmak is a sorcerer. Charisma is his spellcasting ability (DC 21, +13 to hit with spell attacks) and can cast the following spells requiring only verbal components:
At will: firebolt (17th level), chromatic orb (poison), blade ward, shield
5/day each: misty step, dispel magic, fireball (4th level), dominate beast
1/day each: counterspell (7th level), etherealness, fire storm, earthquake, power word kill
Legendary Actions
Kurtulmak can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Kurtulmak regains spent legendary actions at the start of his turn.
Warrior's Charge. Kurtulmak moves up to his speed and makes a pike attack.
Tail Attack. Kurtulmak makes a stinger attack.
Defensive Stance (Costs 2 Actions). Kurtulmak casts blade ward
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