Large Dragon, Any Evil Alignment
Armor Class 24 Natural
Hit Points 635 (35d20 + 250)
Speed 40 ft., fly 20 ft.
STR
28 (+9)
DEX
14 (+2)
CON
26 (+8)
INT
6 (-2)
WIS
16 (+3)
CHA
2 (-4)
Saving Throws STR +17, CON +16
Skills Survival +18
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Fire, Lightning
Condition Immunities Charmed, Stunned
Senses Darkvision 120 ft, Passive Perception 24
Languages Common, Deep Speech, Undercommon
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

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

Detach Head (1/Day). When the creature first reaches 1/2 hp one of the heads detaches. Forming one of the three heads of the Kanker sisters. After the creature reaches 1/4 hp another of the heads detach. Forming another of the Kanker sisters heads. At 0 hp, all three heads have then formed as a Kanker sister. Action takes 24 hours to reform back into The Kankers. See Kankers sisters Heads for more info.

Weak Point. Attacks against detached heads bypasses all damage resistances other than resistances of that head type. (Frost, Fire, or Lightning) As heads detach the main body loses the immunities of that element type.

Innate Spellcasting. The Kankers innate spellcasting ability is Constituion (spell save DC 18+16 to hit with spell attacks). The Kankers can innately cast the following spells, requiring no material components.

At-will: Fire bolt (cast as an 23rd-level spell caster)

1/Day: Fireball  (cast at the 9th level) Hit: (14d6)

At-will: Frost bolt (cast as an 23rd-level spell caster)

5/Day: Shield (Reaction)

At-will: Thunder bolt (cast as an 23rd-level spell caster)

1/Day: Lightning bolt (cast at the 9th level) Hit (14d6)

Actions

Actions in Combat: Attack, Cast a Spell, Dash, Disengage, Dodge, Grapple

Multiattack. The Kankers can use their domineering presence. It then makes up to three attacks: one bite/spell for each head left on the body.

Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: (6d10+9) piercing dmg, on successful attack causes an extra 2D10 of either fire, lightning or cold dmg.

Fire Bolt. Ranged Spell Attack:+16 to hit, range 120 ft., one target. Hit: (5d10) fire damage.

Frost Bolt. Ranged Spell Attack: +16 to hit, range 120 ft., one target. Hit: (5d10) cold damage.

Thunder Bolt. Ranged Spell Attack: +16 to hit, range 120 ft., one target. Hit: (5d10) Lightning damage.

Domineering Presence. Each creature of the Kankers choice within 120 feet of it and aware of it must succeed on a (DC18) charisma saving throw or become charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the creature is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends by other means, the creature is immune to the Kankers Domineering Presence for the next 24 hours. The creature can lose the effect by means of damage, or another creature takes an action to slap the creature out of it. If creature is unable to be charmed this effect does nothing.

Reactions

Actions in Combat: Opportunity Attack

Legendary Actions

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

Attack. The Kankers makes one bite/spell attack.
Move. The Kankers moves up to half its speed.
Dominering Presence. The Kankers target one creature within 120 feet of it and aware of it, targeted creature must succeed on a (DC18) charisma saving throw or become charmed for 1 minute.

Description

The Kanker Sisters (often simply the Kankers) are a trio of half-sisters who are infatuated with the Eds. They have a reputation of being bullies and are feared throughout Peach Creek. Together they from "The Kankers" a three headed dragon like monster, often bickering and fighting amongst each other. Being a group of sisters they fight well with each other, but when they get to hurt they will not hesitate to blame each other causing one of them to leave to fight on their own.

Lee: With red hair, Lee is the most domineering and commanding of the sisters. She is the most ruthless of the three, and the most short-tempered. She is frequently seen telling her sisters where to go and what to do. When she gets away from her sisters, she is the one in control of fire bolt and fireball.

Marie: With short blue hair, Marie may be the smartest of the Kankers, as unlike her sister Lee, she is more prone to thinking before acting. Regardless, she is also short-tempered and appears to fly into a rage more readily than her other sisters. When she gets away from her sisters she is the one in control of frost bolt and shield.

May: With long blonde hair, May is the "dumb blonde" of the group. She is possibly the youngest, as she appears to be the most dimwitted of the three. Although portrayed as the nicest of them all, she is also known to have a tremendous rage, scaring even her other two sisters when she does. When she gets away from her sisters she is the one in control of thunder bolt and lightning bolt.

Lair and Lair Actions

Park n' Flush (mostly referred to as The Trailer Park) is the home to the Kanker Sisters. The trailer park itself is in a 1960's era style and is located behind the constructed Cul-de-Sac, which also borders between the creek and the woods. There are several manholes leading to an underground tunnel of the creek (most likely a part of the sewer) in the park. The Trailer Park is abundant in mobile homes, dog kennels, wrecked cars, vehicle components, furniture, household appliances, clotheslines, yard objects, and junk. It is unknown what will happen to the Trailer Park once the houses on the new Cul-De-Sac are built.

Lair Actions

On initiative count 20 (losing initiative ties), the Kankers takes a lair action to cause one of the following effects; the Kankers can’t use the same effect two rounds in a row:

  • Manholes open up which Infectious Spawn climb from the sewers to join in combat (#=1d10) this effect can not be used again until all Infectious Spawn are out of combat.
  • Sewage gases form a cloud in a 25-foot-radius sphere centered on a point the Kankers can see within 120 feet of it. The sphere spreads around corners and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 18 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.

Regional Effects

The region containing the Kankers lair is warped by the trailers parks trash, which creates one or more of the following effects:

  • Loud yelling is heard within 1 block of the trailer park.
  • Water sources within 1/4 a mile are unnaturally discolored with a smell of old socks.
  • Creatures can be seen running through the ally's of houses, hiding in the shadows of junk.

If the Kankers get hurt, some effects wane for the course of 1d10 days. Until the fighting starts again

Previous Versions

Name Date Modified Views Adds Version Actions
8/26/2021 6:27:02 AM
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