Kharn the Betrayer (5e Creature)
From D&D Wiki
Large humanoid, chaotic evil
Armor Class 18 (power armor)
Saving Throws Str +14, Con +12, Cha +9
Legendary Resistance (3/Day). If Khârn fails a saving throw, he can choose to succeed instead.
Brute. A melee weapon deals one extra die of damage when Khârn hits with it (included in the attack).
Keen Senses. Khârn has advantage on Perception checks.
Limited Magic Immunity. Khârn is immune to spells of 6th level or lower unless he wishes to be affected. He has advantage on saving throws against all other spells and magical effects.
Power Armour. While wearing his armour, Khârn is immune to inhaled poisons and has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t adamantine.
Rampage. When Khârn reduces a creature to 0 hit points with a melee attack on its turn, Khârn can take a bonus action to move up to half his speed and make a chainaxe attack.
Reckless. At the start of his turn, Khârn can gain advantage on all melee attack rolls he makes during that turn, but attack rolls against him have advantage until the start of his next turn.
Regeneration. Khârn recovers 8 hit points at the start of each of his turns.
Superhuman Biology. Kharn has advantage on saving throws against poison, nonmagical diseases, and the effects of exposure to extreme heat and extreme cold.
Multiattack. Khârn makes three chainaxe attacks and a plasma pistol attack. The plasma pistol attack is made with disadvantage.
Chainaxe. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) slashing damage.
Plasma Pistol. Ranged Weapon Attack: +9 to hit, range 30/120, one target. Hit: 10 (3d6) lightning damage.
Charged Shot. Khârn charges up and fires a single powerful shot from his plasma pistol at a target within the weapon’s normal range. The target and all creatures within a 10-foot radius of that target must make a DC 15 Dexterity saving throw, taking 24 (7d6) lightning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also blinded for 1 minute.
The Betrayer 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. The Betrayer regains spent legendary actions at the start of its turn.
Advance. Khârn moves up to his movement speed.
Khârn the Betrayer is an infamous chaos berserker and the greatest champion of the Chaos God Khorne. Armed with an axe once wielded by his commander Angron, this frenzied warrior carves his way through friend and foe alike in a whirlwind of destruction.
The Butcher’s Nails. Khârn was once a calm and capable strategist, as noble and honourable a commander who ever lived. His character would be forever twisted, however, when he and his fellow space marines encountered their estranged sire Angron and found him to be a raging, bestial man. In an effort to forge a connection with him, Khârn allowed Angron to implant a wicked device called the Butcher’s Nails into his brain. This device leaves Khârn in a state of constant agitation, prone to sudden, unpredictable fits of explosive rage, and while it enhances his strength and ferocity it also erodes his ability to plan and strategize.
Avatar of the Blood God. Khârn is the foremost of Khorne’s champions, mortal or otherwise, and the blood god has granted him a potent boon for his services. Khorne disdains those who would rely on magic instead of physical strength, and he has warded Khârn against the witchcraft of his foes so that only the mightiest of spells can affect him.
His Father’s Arms. Khârn wields Gorechild, a legendary chainaxe once carried by his sire Angron. It was originally paired with a matching axe named Gorefather, but the latter was lost after Angron discarded both axes in favour of his Black Blade. Gorechild would be a greataxe in anyone else’s hands, but Khârn is so immensely strong and coordinated that he can wield the weapon one-handed.
Back to Main Page → 5e Homebrew → Creatures