Black Dragon Crime Lord, Kabal Variant (5e Creature)

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Black Dragon Crime Lord, Kabal Variant[edit]

Medium humanoid (any race), chaotic evil


Armor Class 13
Hit Points 123 (19d8 + 38)
Speed 80 ft., climb 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 15 (+2) 11 (+0) 10 (+0) 11 (+0)

Saving Throws Dex +6
Skills Acrobatics +9
Proficiency Bonus +3
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 9 (5,000 XP)


Machine Fortitude. If damage reduces the crime lord to 0 hit points, it must make a con saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a successful save, the crime lord drops to 1 hit point instead.

Standing Leap. The crime lord's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Blinding Speed. If the crime lord moved more than 50 feet on its last turn, all attempts to hit it with ranged weaponry have disadvantage.

Parkour Running. The crime lord can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

ACTIONS

Multiattack. The crime lord makes two attacks with its hook swords. If both hook swords hit a Medium or smaller creature, it is grappled (escape DC 13). Until the grapple ends, the target is restrained and the crime lord can't make sword attacks against other targets. When the crime lord moves, any Medium or smaller target it is grappling moves with it.

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

Fling. One Medium or smaller creature grappled by the crime lord is thrown up to 20 feet in a direction of the crime lord's choosing and knocked prone. If a thrown target strikes a solid surface, the target takes 4 (1d8) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 10 Dexterity saving throw or take the same damage and be knocked prone.

Blur (3/Day). The crime lord moves around so quickly that it becomes invisible. In order to use this action, the crime lord must not be within 5 feet of any other creatures. While it is blurred, all attempts to hit it or spot it with a dice roll have disadvantage. This effect ends if the speed beast moves within 5 feet of another creature, or if another creature moves within 5 feet of the crime lord. When it does, the creature that interrupted the crime lord takes 5 (2d4) slashing damage.

BONUS ACTIONS

Whirlwind Sweep (1/Day). Each creature within 5 feet of the crime lord must make a DC 16 Dexterity saving throw, taking 12 (3d6 + 3) slashing damage and become knocked prone on a failed save, or half as much damage on a successful one, and not be knocked prone.

REACTIONS

Heightened Reflexes. If a nonmagical ranged projectile hits the crime lord, it makes a DC 20 Dexterity saving throw. If it succeeds, it dodges the projectile and takes no damage; if it fails, it takes damage as normal.

Disarm (2/Day). If a creature makes a melee attack on the crime lord and misses, the crime lord can attempt to disarm the creature. To do so, the crime lord makes a hook sword attack against the creature. If the attack hits, the creature is disarmed and the weapon is thrown up to 10 feet in any direction.

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As a leader of the Black Dragon criminal syndicate, Kabal is a dangerous man and capable combatant.

Sprinters. The Black Dragon is known to recruit criminals who possess a diversity of skills, one among them being the ability to move swiftly through urban environments. Sprinters who prove themselves worthy to the Black Dragon are given cybernetic enhancements, which increase their speed and mobility to superhuman limits.

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