Kjerre (5e Creature)
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Kjerre[edit]
Large fiend (demon), chaotic evil Armor Class 20 (natural armor)
Saving Throws Str +11, Con +11, Wis +11 Innate Spellcasting. Kjerre's spellcasting ability is Wisdom (spell save DC 19). She can innately cast the following spells, requiring no material components: At will: charm person, hold person, mind spike Magic Resistance. Kjerre has advantage on saving throws against spells and other magical effects. Magic Weapons. Kjerre's weapon attacks are magical. Legendary Resistance (3/Day). If Kjerre fails a saving throw, she can choose to succeed instead. Adamantine Armour. Any critical hit against Kjerre becomes a normal hit. ACTIONSMultiattack. Kjerre makes two Mindsplitter attacks. Alternatively, she makes three adamantine fist attacks. In place of one Mindsplitter attack, Kjerre can use Vil Døden. Mindsplitter. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: the target must make a DC 17 Intelligence saving throw, taking 17 (5d6) psychic damage on a failure and half on a success. If the target is reduced to 0 hit points from this attack they fall unconscious. Kjerre cannot kill with this weapon. Adamantine Fist. Melee Weapon Attack: +11 to hit, reach 5 ft, one target. Hit: 11 (1d12 + 4) bludgeoning damage. Lacerating Tails. Melee Weapon Attack: +11 to hit, reach 15 ft, one target. Hit: 10 (2d4 + 4) slashing damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and Kjerre can't use her tails on another target. Vil Døden (1/Day). One target within 15 feet of Kjerre must succeed on a DC 12 Wisdom saving throw or experience the effects of dominate monster indefinitely. This effect can only be removed with the use of a wish spell.
LEGENDARY ACTIONSKjerre 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. Kjerre regains spent legendary actions at the start of her turn. Spell. Kjerre casts a spell that she can cast at will. |
A hulking suit of adamantine armour, housing the great screaming void that is Kjerre's essence, wielding the fabled Mindsplitter, and out of its back sprouts a long prehensile tail covered in fine barbs. |
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