Large Fiend, Chaotic Neutral
Armor Class 22 (Unarmored)
Hit Points 410 (40d12 + 150)
Speed 45 ft., climb 30 ft.
STR
27 (+8)
DEX
27 (+8)
CON
26 (+8)
INT
16 (+3)
WIS
22 (+6)
CHA
8 (-1)
Saving Throws STR +15, DEX +15, CON +15
Skills Athletics +16, Insight +11, Intimidation +16, Perception +14
Damage Immunities Fire, Poison
Condition Immunities Frightened, Petrified, Poisoned
Senses Darkvision 120 ft., Passive Perception 25
Languages Abyssal, Infernal
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Burning Aura. At the start of each of Kenohi's turns, all creatures within 5 ft. take 14(4d6) fire damage. Creatures that make melee attacks against Kenohi take 7 (2d6) fire damage. When bloodied, Kenohi's fire damage ignores resistance to fire damage. 

Fragment of Chaos. On even-numbered turns, all creatures in a 30 ft. circle suffer disadvantage on all rolls. On odd-numbered rounds, all creatures in a 30 ft. circle have advantage on all rolls.

Infernal Despair. Kenohi possesses a 30 ft. radius aura that causes creatures that are not fiends to suffer disadvantage on their saving throws if they are bloodied (below 50% of their max hit points). This effect bypasses the effects of Fragment of Chaos. 

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

Remarkable senses. Kenohi has advantage on Wisdom (Perception) checks to detect an invisible creature or one in stealth.

Unstoppable Rampage. Kenohi gains 5 ft. of movement for every 100 damage he has taken. He is immune to difficult terrain and has advantage against effects that would slow his movement speed or prevent him from moving. 

Actions

Multiattack. Kenohi makes three attacks: one with his bite and two with his claws.

Vicious Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 28 (4d8 + 10) piercing damage. If this attack hits, the affected creature must succeed a DC 23 Constitution saving throw, and if failed, Kenohi heals back half the damage dealt by the bite. If they succeed, Kenohi gets no healing. On crit, there is no saving throw and Kenohi heals the full amount of damage dealt

Blazing Claws. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 7 (2d6) fire damage. 

Legendary Actions

Kenohi 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. Kenohi regains spent legendary actions at the start of its turn.

Claw Attack. Kenohi makes a Blazing Claws attack.

Disrupting Bellow (Costs 2 Actions). Kenohi releases a horrific roar. All creatures within 45 ft. of Kenohi must succeed a DC 25 Constitution saving throw or take 21 (2d6+10) force damage and be deafened. Creatures may attempt this saving throw again at their turns. 

Lunge (Costs 2 Actions). Kenohi leaps towards a creature within 15 ft. of him. As he attempts to lunge, a creature within 5 ft. may use their reaction to make a DC 25 Strength saving throw to prevent him from leaping. Kenohi does not move if they succeed and the legendary action is expended. If Kenohi manages to pounce on a creature, he may perform a Vicious Bite on them.

Haxxlim

Comments

Posts Quoted:
Reply
Clear All Quotes