Kjerre (5e Creature)

From D&D Wiki
Jump to navigation Jump to search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Extremely lacking Fluff for a demon lord. 19:16, 21 July 2024 (MDT)


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Kjerre[edit]

Large fiend (demon), chaotic evil


Armor Class 20 (natural armor)
Hit Points 152 (16d10 + 64)
Speed 35 ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 18 (+4) 18 (+4) 18 (+4)

Saving Throws Str +11, Con +11, Wis +11
Skills Animal Handling +18, Athletics +11
Proficiency Bonus +7
Damage Resistances cold, fire, lightning
Damage Immunities poison; bludgeoning, piercing and slashing from nonmagical attacks that aren't adamantine
Condition Immunities charmed, poisoned
Senses darkvision 120 ft., passive Perception 14
Languages all, telepathy 120 ft.
Challenge 23 (50,000 XP)


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
3/day each: dominate person, synaptic static

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.

ACTIONS

Multiattack. 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 ACTIONS

Kjerre 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.
Adamantine Fist. Kjerre makes one Adamantine Fist attack.
Mindsplitter. Kjerre makes one Mindsplitter attack.

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.
Kjerre is the demon lord of slavery and torture, who regularly leads raids into other planes to kidnap and enslave various outsiders.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures