Legendary Resistance (1 per day). If Kharn fails a saving throw, he can choose to succeed instead.
Spellcasting. Kharn is a 10th-level spellcaster. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). He has the following paladin spells prepared:
1st level (4 slots): command, hellish rebuke, shield of faith, thunderous smite
2nd level (3 slots): branding smite, crown of madness, darkness, find steed
3rd level (2 slots): blinding smite, dispel magic, fear, revivify
Aura of Protection. Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a +4 bonus to the saving throw.
Aura of Courage. You and friendly creatures within 10 feet of you can’t be frightened while you are conscious.
Aura of Conquest. You constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.
Conquering Presence (recharges on a short or long rest). You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Divine Smite. When you a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 9 (2d8) for a 1st-level spell slot, plus 4 (1d8) for each Spell Level higher than 1st, to a maximum of 18 (4d8) at 3rd level. The damage increases by 4 (1d8) if the target is an undead or a fiend.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the hobgoblin can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.
Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.
Multiattack. Kharn makes two attacks with his greatsword or shortbow.
Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Greatsword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus wounding (see below), plus potential 'smite' and 'martial advantage' damage.
Note on Divine Smites: generally speaking, Kharn won't need his 2nd level spells in combat, so the first 3 hits should be coupled with 13 (3d8) radiant damage divine smites. Depending on how you play him after that or before combat, the next 4 additional hits can potentially add '1st level' 9 (2d8) smite damage. This still leaves the 3rd level slots for control or reviving fallen allies.
Wyrmlord Kharn 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. He regains spent legendary actions at the start of his turn.
Hellish Rebuke. General Kharn can cast hellish rebuke as a reaction to being hit by any kind of attack. This does not consume a spell slot.
Description
Wyrmlord Kharn is an imposing figure, a towering hobgoblin nearly 7 feet tall.
Kharn wears red dragon full plate armor, which has the same properties as Dragon Scale Mail but in plate form. It gives +1 to AC, advantage on saving throws against the Frightful Presence and breath weapons of dragons, and resistance to fire damage.
He also wears a Cloak of Protection and a Ring of Protection, giving him +2 to AC (factored in to the listed AC) and +2 to all saving throws, which you will need to manually factor this in yourself.
Kharn wields a Greatsword of Wounding. Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. 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.
Notes: this is my attempt to recreate Wyrmlord Kharn from the 3.5e Red Hand of Doom campaign. I have based his stats on a mix of the Blackguard NPC stat block, Conquest Paladin (which I think fits better than Oathbreaker from which Blackguard is derived), and the original - plus a few personal edits such as the legendary (re)action and legendary resistance, because Kharn should feel like a legendary opponent!
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