Ulumku (5e Creature)

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Ulumku[edit]

Gargantuan fiend (demon), chaotic evil


Armor Class 17
Hit Points 1025 (25d20 + 250)
Speed 60 ft.


STR DEX CON INT WIS CHA
30 (+10) 24 (+7) 30 (+10) 10 (+0) 16 (+3) 24 (+7)

Saving Throws Str +18, Dex +15, Con +18
Skills Intimidation +15, Perception +11
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, paralyzed
Senses blindsight 50 ft., darkvision 150 ft., passive Perception 21
Languages Abyssal, Deep Speech, Infernal
Challenge 25 (75,000 XP)


Legendary Resistance (3/day). If the daemon fails a saving throw, it can choose to succeed instead.

Magic Resistance. The daemon has advantage on saving throws against spells and other magical effects.

Magic Weapons. The daemon's weapon attacks are magical.

Siege Monster. The daemon deals double damage to objects and structures.

Blood Lust. Whenever a creature is killed or a critical hit is struck within 200 feet of the bloodthirster it gains advantage on its next attack roll.

ACTIONS

Multiattack. The daemon uses its Frightful Presence. It then makes two attacks with either its axe or lash, or uses its Cleave or Charge action.

Frightful Presence. Each creature of the daemon's choice that is within 120 feet of the daemon and aware of it must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the daemon's Frightful Presence for the next 24 hours.

Mighty Axe of Khorne. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 38 (4d12 + 10) slashing damage.

Lash of Khorne. Melee Weapon Attack: +15 to hit, reach 80 ft., one target. Hit: 17 (2d6 + 7) slashing damage. If the target is a creature, it must succeed on a DC 26 Dexterity save or becomes grappled by the lash. The daemon must hold the lash with at least one hand in order to keep the creature grappled.

Cleave. The daemon makes a massive swing with its axe. All creatures within 20 feet of the daemon must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 22 (3d12 + 10) slashing damage, or half as much damage on a successful one.

Charge. The daemon moves up to 75 feet in a straight line, goring all creatures in its path. The first creature in the line must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 21 (2d10 + 10) piercing damage and becomes gored by the daemon's horn. On a successful save, the creature takes half as much damage, and is not gored.
All creatures in the line after the first must make a DC 26 Dexterity saving throw. On a failed save, each creature takes 18 (2d6 + 10) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage, and is not knocked prone.
The gored creature is pushed by the daemon as it continues charging. If the daemon runs into a wall while charging, the gored creature takes an additional 19 (2d8 + 10) bludgeoning damage from the impact.


LEGENDARY ACTIONS

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

Attack. The daemon makes one attack, either with its axe or lash.
Cleave (Costs 2 Actions). The daemon uses its Cleave action.
Charge (Costs 2 Actions). The daemon uses its Charge action.

bloodthrister.jpg
The greater daemon of Khorne roams the battlefield.

The very earth recoils beneath the smouldering hooves of a Bloodthirster of Khorne. As this unholy horror stalks forwards to maim and destroy, its barbed whip lashing out to open throats and strip the flesh of its foes to the bone, so do gouts of molten rock erupt from deep underground, incinerating those who would dare raise their blades against this servant of Khorne.


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