Kielo Feht (5e Creature)

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Design Note: This creature uses Mythic Actions rule

Kielo Feht[edit]

Gargantuan construct (bionic), neutral cool


Armor Class 19 (terminator armor)
Hit Points 405
Speed 30 ft.


STR DEX CON INT WIS CHA
25 (+7) 25 (+7) 25 (+7) 24 (+7) 24 (+7) 24 (+7)

Saving Throws Str +20, Dex +14, Wis +7, Cha +18
Skills Athletics +16, Perception +10, Persuasion +23, Investigation +19
Damage Resistances fire, force, cold, Acid, poison
Damage Immunities nonmagical damage that Kielo wants to be immune to.
Condition Immunities charmed, poisoned, paralyzed
Senses true seeing 65 ft., passive Perception 20
Languages All, One regional dialect
Challenge 24 (62,000 XP)


Terminator Armor. Feature: Kielo Feht can do and have resistance to fire and cold, plus force and Acid, also immunity to paralyzed and charmed while wears terminator armor.

Legendary Resistance (3/day). Feature: If fails save, succeed instead.

Magic Resistance. Feature: Advantage against magic, plus also to spells.

Innate Spells. Feature: Innate intelect spellcasting (DC 23, +13 for hitting spells). Kielo will casts spells following, no material wealth required.

at will: fire ray, cold frost, Limited Sight

3/day each: all spells that have 5th-level in paladin class

1/day each: all 7th-level wizard spells

Magic In Weapons. Feature: Kielo's weapons are magic.

ACTIONS

MultiAttack. Action: Kielo Feht makes 3 attacks with scepter.

Scepter. Melee Weapon Attack: +20 to hit + reach 10 ft. + one target. Hit: 29 (6d6 + 17) Force damage, and target: 15 DC charisma save or fly beyond the boundaries of earth at 60 foot per turn. At start of turn target can repeat save on turn falling down to earth on a success.

Titan Presence. Kielo Feht is so huge that mortals can't believe how big he is, thus they are scared. All creatures in 105 ft. 24 DC WISDOM save or frightened of Kielo for one minute, as their brains can't comprehend Kielo's size and power. For a creature to be brave, it must repeat save at turn, being very brave on success.

Mighty Defender. For 1 minute light shines forth around Kielo, and darkness apposes him. For the duration Evil is blinded and terrified of Kielo as he shows his mighty power. Using 10 ft. of move Kielo can jump 45 ft. as the light shines around him.

MYTHIC ACTIONS

At the start of its turn, the Kielo Feht gains 1d4 + 7 mythic actions and loses any remaining ones. After the Kielo Feht or another creature it can see takes an action, the Kielo Feht can use any number of the mythic action options below as long as it doesn’t spend more than 8 mythic actions. The Kielo Feht can’t use the same mythic action twice on the same turn.

Powerful (Costs 1 Actions). Kielo Feht chooses a creature it can see. That creature takes 2 force damage.

Power Of Feht (Costs 5 Actions). Kielo uses a force so powerful, all cower before him. All creatures in 30 ft. must a 25 DC charismic save or must cower in fear and awe before him.

LEGENDARY ACTIONS

Kielo 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. Kielo regains spent legendary actions at the start of his turn.

Lighter Of Evil (costs 2 action). Kielo has Mighty Defender.

Scepter (costs 1 action). Kielo fights with his scepter to destroy enemies.

Leader of the awesome side, Kielo Feht wields a powerful scepter and commands a team of bionics. After many battles against the Evil Side, Kielo was wounded by Krad, which eventually led to his undoing.

The Downfall. When Kielo Feht recruited Lord Power onto the Awesome Side he was elated to have a powerful third in command, Lord Power being after Commander Awesome. But little did Kielo know Lord Powers plotting, for as Kielo prepared to lead another attack Lord Power struck. Since Kielo was wounded Lord Power knocked him into the chasm of Ksed Loohcs, ending the reign of Kielo Feht.



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