Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 25 (+3 Magic Shield)
Hit Points 285 (20d12 + 140)
Speed 40 ft.
STR
24 (+7)
DEX
16 (+3)
CON
24 (+7)
INT
8 (-1)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws STR +13, CON +13
Damage Resistances Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, Thunder
Senses Passive Perception 16
Languages any two languages
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Bear totem. While raging, the barbarian king has resistance to all damage except psychic damage and any hostile creature within 5 feet has disadvantage on attack rolls against targets other than it. An enemy is immune if it can't see or hear you or if it can't be frightened.

Brutal Critical. The barbarian king rolls three additional weapon damage dice when determining extra damage for a critical hit with a melee attack.

Eye of the Eagle. Can see up to 1 mile and dim light doesn't impose disadvantage on Perception checks.

Feral Instinct. If the barbarian king isn't unconscious, it can't be surprised and has advantage on initiative rolls. 

Indomitable Might. The minimum result for the barbarian king's Strength check is 24. 

Innate Spellcasting. The barbarian king's spellcasting ability is Wisdom (spell save DC 14). It can cast the following spells innately, but only as a ritual:

At will: beast sense, speak with animals, commune with nature

Rage (Recharges after a Short or Long Rest). As a bonus action, the barbarian king can enter a rage at the start of its turn. The rage lasts for 1 minute or until the barbarian king is incapacitated. While raging, the barbarian king gains the following benefits:

  • The barbarian king has advantage on Strength checks and Strength saving throws.
  • When it makes a melee weapon attack, the barbarian king gains a +4 bonus to the damage roll.
  • The barbarian king has resistance to bludgeoning, piercing, and slashing damage.
  • The barbarian king can make a single melee weapon attack as a bonus action.
  • The barbarian king can't be charmed or frightened.

Reckless. At the start of its turn, the barbarian king can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Relentless Rage. If the barbarian king takes damage that reduces it to 0 hit points
without being killed outright, it can choose to fall to 1 hit point instead.

Shield Master. If the barbarian king is not incapacitated, it can add its +3 shield's AC bonus (total +5) to any DEX saving throw against effects that target only it.

Unarmoured Defence. While not wearing armour, the barbarian kings AC includes its Constitution modifier.

Actions

Multiattack. The barbarian king makes two longsword attacks.

+3 Longsword. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 14 (1d8 + 10) slashing damage, or 18 (1d8 + 14) slashing damage while raging. Critical Hit: 50 (5d8 + 10) slashing damage, or 54 (5d8 + 14) slashing damage while raging.

Shield Master Shove. If the barbarian king takes the Attack action on its turn, it can use a bonus action to try to shove a creature within 5 ft. with its shield.

Reactions

Shield Master Evasion. If an effect allows half damage on success, the barbarian king can use its reaction to take no damage.

 
 

Monster Tags: NPC

Habitat: Urban

AlarchDdu

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