Tribal Importance. The Cheif'Ker is sitting on a throne carried by 6 Wilde'Kers, which has a walking speed of 20 feet. If battle ensues, 1d6 of the Wilde'Kers join the fight. if at least 3 of them leave to battle, the throne falls. The Cheif'Ker also falls, taking 1 bludgeoning damage and landing prone.
Health Potion(recharge 6). The Cheif'Ker regains 1d10 hit points.
Scepter. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) force damage.
Description
The Cheif'Ker is the head and leader of the village. They are usually very slow because they gorge themselves on the best food that can be made.
Lair and Lair Actions
Cheif'Kers live inside a village, as either a leader or a prisoner.
Lair Actions
On initiative count 20 (losing initiative ties), the Cheif'Ker takes a lair action to cause one of the following effects; the Cheif'Ker can’t use the same effect two rounds in a row:
- Calling upon the energies of the wind, the Cheif'Ker summons 1 Air Elemental.
- The Cheif'Ker turns invisible.
Regional Effects
The region containing a legendary Cheif'Ker’s lair is magically enhanced, which creates one or more of the following effects:
- All unaligned creatures within 5 miles of the village are hostile to any non-'Ker humanoid.
- All Wilde'Kers within their village have advantage on all Ability Checks and attack rolls.
If the Cheif'Ker dies, these effects fade over the course of 1d10 days.
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