Khaosrealmer (5e Creature)

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Khaosrealmer[edit]

Medium humanoid (any race), any chaotic alignment


Armor Class 12
Hit Points 120 (16d8 + 48)
Speed 30 ft., climb 20 ft., swim 20 ft.


STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 8 (-1) 8 (-1) 8 (-1)

Saving Throws Dex +6
Proficiency Bonus +4
Senses passive Perception 9
Languages Common
Challenge 9 (5,000 XP)


Reckless. At the start of its turn, the khaosrealmer can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Regeneration. The khaosrealmer regains 10 hit points at the start of its turn. If the khaosrealmer takes acid or fire damage, this trait doesn't function at the start of the khaosrealmer's next turn. The khaosrealmer dies only if it starts its turn with 0 hit points and doesn't regenerate.

Resilience. If damage reduces the khaosrealmer to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the khaosrealmer drops to 1 hit point instead.

ACTIONS

Fists. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.

Self-Mutilation (Recharge 6). The khaosrealmer takes 11 (2d10) slashing damage and uses one of the following attacks:

Disarming Throw. Ranged Weapon Attack: +6 to hit, range 30/60 ft., one creature. Hit: 9 (2d6 + 2) bludgeoning damage and the target is restrained by the khaosrealmer's detached arm. As an action, the restrained target can make a DC 12 Strength check, strangling the arm on a success. The arm can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to psychic damage).
A Head of Myself. Ranged Weapon Attack: +6 to hit, range 30/60 ft., one creature. Hit: 7 (2d6) bludgeoning damage plus 5 (2d4) piercing damage and 11 (2d10) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken and the khaosrealmer regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
After using this action, each creature within 20 feet of the khaosrealmer that can see it must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature can't be frightened by the Self-Mutilation of all khaosrealmers for the next 24 hours.

BONUS ACTIONS

Finish Him! When the khaosrealmer reduces a creature to 0 hit points with a melee attack on its turn, the khaosrealmer moves up to half its speed and makes one melee attack.

REACTIONS

Retaliation (3/Day). When the khaosrealmer takes damage from a creature that is within 5 feet of it, it can make a melee weapon attack against that creature.

Khaosrealmer.jpg

Khaosrealmers defy all forms of law and order, and thus are forbidden entry into most realms. Despite this, khaosrealmers invade other realms regularly, spreading with them chaos and ruin.

Regeneration. As a result of their regenerative abilities, khaosrealmers are known to use their own limbs as weapons, launching them at opponents as makeshift projectiles, a sight truly disturbing to behold.

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