Special Trait Name.
Cloak of Shadows.(Recharge: short or long rest). Kharn can turn invisible until the end of his next turn.
Draconic Ancestry. Black dragon. (PHB 102)
Martial Advantage. Once per turn, he can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of him that isn't incapacitated.
Warpriest of Tiamat. (Recharge: 5-6). When Kharn uses the Attack action, he can make one weapon attack as a bonus action.
Spellcasting.
Kharn casts magic as a level 10 cleric. His spellcasting ability is Charisma (Spell save DC 15, +6 to hit with spell attacks). He knows the following cleric spells:
Cantrips (at will): mending , resistance, sacred flame], spare the dying, thaumaturgy
1st (4 slots) bane*, bless, command, charm person, disguise self, inflict wounds*, guiding bolt, sanctuary, protection from evil and good*, sanctuary, shield of faith*
2nd (3 slots) aid*, enhance ability*, lesser restoration, hold person, magic weapon, prayer of healing, silence*, spiritual weapon
3rd (3 slots) animate dead*, create food and water, [Tooltip Not Found], dispel magic*, mass healing word, protection from energy*, revivify, spirit guardians
4th (3 slots) banishment, confusion*, death ward*, dimension door, freedom of movement*, stoneskin
5th (2 slots) contagion, dominate person, flame strike*, hallow, hold monster, mass cure wounds*, mislead, planar binding
*note: these spells are ones that will mostly likely be used by him on a day-to-day basis.
Multiattack He can make 2 attacks when he uses the Attack action. He can use only 1 breath weapon per round in conjunction with a sword or crossbow attack. He cannot use the crossbow and sword in the same round.
Acid Breath (Recharge after a long rest) 5 by 30 ft line, DC14 Dexterity saving throw or take 10 (3d6) acid damage on a failed save or half as much damage on a successful save.
Cold Breath (Recharge after a long rest) 15 ft cone, DC14 Dexterity saving throw or take 10 (3d6) acid damage on a failed save or half as much damage on a successful save.
Light Crossbow Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: 5 (1d8) piercing damage.
Greatsword of Wounding Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage + 3 (1d4) necrotic damage (see DMG 207 for details).
At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Guided Strike. (Recharge: 5-6). Azaar grants a +10 bonus to an attack roll made by himself or another creature within 30 feet of him. He can make this choice after the roll is made but before it hits or misses.
Description
Possessions: Greatsword of Wounding, +1 Red Dragon plate, cloak of protection, ring of protection, ring of lightning resistance, Heward's Handy Coin Purse, potion of flying, 2 potion of greater healing, 1 potion of superior healing
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Posted Feb 15, 2025This would be too confusing to run. He's got over 40 spells in his arsenal. The ideal statblock should have some versatility but isn't too over complicated