Armor Class
18
natural
Hit Points
243
(18d12 + 126)
Speed
30 ft., Burrow 30 ft.
STR
27
(+8)
DEX
17
(+3)
CON
25
(+7)
INT
14
(+2)
WIS
17
(+3)
CHA
13
(+1)
Saving Throws
STR +13, CON +12, WIS +8
Skills
Athletics +13, Perception +8
Damage Resistances
Acid
Damage Immunities
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses
Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 18
Languages
--
Challenge
14 (11,500 XP)
Proficiency Bonus
+5
Traits
Earth's Foundation. The chi kami has advantage on checks and saving throws against effects that would move it. It is also considered to be anchored to whatever surface it is standing on.
Magic Resistance. The chi kami has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. Chi kami's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can cast the following spells, requiring no material components:
Actions
Multiattack. Chi kami makes two Grounding Slam attacks, and one Shard attack.
Grounding Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (4d6+8) bludgeoning damage. Any creature successfully hit by this attack must make a DC 21 Constitution saving throw or be made prone.
Shard. Ranged Weapon Attack: +13 to hit, range 30/120 ft., one target. Hit: 21 (3d8+8) piercing damage. Any creature successfully hit by this attack must make a DC 21 Dexterity save or be restrained until the shard is destroyed (AC 15, hp 30).
Legendary Actions
Chi kami 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. chi kami regains spent legendary actions at the start of its turn.
Detect (Costs 1 action). The chi kami makes a Wisdom (Perception) check.
Earthmove (Costs 1 action). The chi kami moves up to its speed without provoking attacks of opportunity.
Grounding Slam (Costs 1 action). The chi kami makes one grounding slam attack.
Spike (Costs 2 actions). The chi kami makes one spike attack.
Description
A chi kami is a great mass of rock and stone that is created by infusing a location with raw elemental energy. Within their domain they are powerful, proving to be able defenders of those locations.
Lair and Lair Actions
A kami is created to protect a specific location, and that location becomes their lair.
Lair Actions
On initiative count 20 (losing initiative ties), the chi kami takes a lair action to cause one of the following effects; the chi kami can’t use the same effect two rounds in a row:
- The chi kami targets a point it can see within 90 ft. causing a 15 ft. emanation around that point to shake uncontrollably. All creatures standing on the ground in that area must make a DC 20 Constitution save or fall prone.
- A 20-foot by 10-foot stone panel that is 3 inches thick pushes up from the ground. It behaves identically to the panels created by wall of stone except it is automatically permanent.
- The chi kami targets a point it can see within 60 feet, causing a 10-foot square of stone to become sand for 2 rounds. During that time, this area counts as difficult terrain. At the end of that time, any creature standing in the sand must make a DC 20 Dexterity save or become restrained. Breaking free from the stone at that point is a 20 Strength check, alternatively, the stone has AC 10, 50 hp.
Regional Effects
There are no regional effects from a Kami's lair.
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