Lord Kars, Master of the Pillar Men (5e Creature)

From D&D Wiki
Jump to navigation Jump to search

Lord Kars, Master of the Pillar Men[edit]

Medium humanoid (Pillar Man), chaotic evil


Armor Class 18 (Natural Armor)
Hit Points 190 (20d8 + 90)
Speed 40 ft.


STR DEX CON INT WIS CHA
26 (+8) 28 (+9) 20 (+5) 24 (+7) 24 (+7) 16 (+3)

Saving Throws Str +13, Dex +14, Con +10, Int +12, Wis +12
Skills Acrobatics +14, Animal Handling +12, Athletics +13, Deception +8, History +12, Insight +12, Intimidation +8, Investigation +12, Nature +12, Perception +12, Stealth +14, Survival +12
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing damage from Nonmagical attacks
Condition Immunities Charmed, Frightened
Senses passive Perception 19
Languages Common
Challenge 15 (13,000 XP)


Legendary Resistance (3/day). If Kars fails a saving throw, he can choose to succeed instead.

Hyper-intellect. Kars is capable of understanding most concepts rather quickly. He can learn to speak any language he's heard and can become proficient in any weapon he's held. He must be in the presence of a language for at least 10 minutes or the presence of a weapon for 5 minutes.

Regeneration. Kars regains 20 hit points and the start of his turn if he has at least 1 hit point and isn't in sunlight. If Kars takes radiant damage, this trait doesn't work until the start of his next turn.

Sunlight Hypersensitivity. Kars takes 20 radiant damage each turn he starts his turn in sunlight.

Path of Destruction. If a creature is within Kars' movement path, he activates his absorption feature as a bonus action.

ACTIONS

Multiattack. Kars makes two attacks with his Brilliant Bone Blades.

Brilliant Bone Blades. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 8) slashing damage.

Absorption. As a Pillar Man, Kars can absorb other living creatures and meld flesh together. As an action, he can make contact with a creature or creatures and either absorb them, gaining 3d12 healing, or meld to two creatures together, causing them to be bonded to one another, effectively restraining them. Any creature who wishes to avoid the absorption must make a DC 16 Constitution saving throw or suffer one of these effects.

Vampiric Thralls (1/Day). As the creator the Stone Masks, Kars can make use of it to create Vampires. Kars summons 1d6 + 3 Vampire Spawn, provided that the sun isn't up. The called Vampire Spawn arrive in 1d4 rounds, acting as allies and obeying spoken commands. The Vampire Spawn remain for 1 hour, until Kars dies, or Kars dismisses them as bonus action.

Light Mode. Kars produces a blinding light from his body. Any creatures within a 20 foot cone in front of Kars must succeed a DC 18 Wisdom Saving throw or become blind for 1d4 + 2 turns.

REACTIONS

Brilliant Bone Blade Defense. If a creature attempts to send a non-magical projectile or projectiles at Kars, as a reaction, Kars can cut the projectile or projectiles and takes no damage.

LEGENDARY ACTIONS

The Kars 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 Kars regains spent legendary actions at the start of its turn.

Move. Kars moves up to his speed without provoking opportunity attacks.

Brilliant Bone Blades. Kars makes one attack with Brilliant Bone Blades.

Vampiric Thralls. Kars makes use of Vampiric Thralls.

Long ago, there existed a race of superior beings known as the Pillar Men. Hyper-intelligent, impossibly strong, and with seemingly unending lifespans, the Pillar Men ruled the top of the food chain, consuming the flesh and blood of humans who regarded them as Powerful Gods or feared them as Blood-Hungry Demons. But the Pillar Men were short in number, due to the "rule of evolution" and the fact that they could not venture into sunlight. However, one day a man from their people had developed a way to increase their power and aimed to make the Pillar Men the Ultimate Lifeforms by creating Stone Masks to unlock their full potential. While the mask had not achieved the full potential of the Pillar Men, he had unlocked the powers of Elemental Manipulation in himself through the power of the Stone Mask. He sought to upset the balance and for that the Pillar Men believed him to be a threat, attempting to kill him. That man was Lord Kars.

Lord Kars is one of the last surviving members of the Pillar Men race, after having slaughtered most all of them, including his own parents. After slaughtering his people, Kars left his home with his co-conspirator Esidisi and two children, Wamuu and Santana. After conducting experiments on humans with the power of the Stone Masks, he discovered the only the only way to unlock the true power of the Pillar Men. The Red Stone of Aja. A powerful and flawless gem that he believed would let him finally become the Ultimate Lifeform and finally be able to bask in Sun's light. He searched for years, but was unable to find it, eventually leading to the Hibernation of the Pillar Men. He and his loyal compatriots wait in their stone slumber until the day they deem right to begin searching once again for the Red Stone of Aja. On the day they awaken, the world will truly tremble at the might of the Pillar Men and their Leader, Lord Kars.


Back to Main Page5e HomebrewCreatures

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the JoJo's Bizarre Adventure franchise, and/or include content directly affiliated with and/or owned by Hirohiko Araki. D&D Wiki neither claims nor implies any rights to JoJo's Bizarre Adventure copyrights, trademarks, or logos, nor any owned by Hirohiko Araki. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png