Medium Humanoid (Goblinoid, Hobgoblin), Lawful Evil
AC 22 Magic Items, Defense    Initiative -1 (9)
HP 118 (10d10 + 63)
Speed 30 ft.
Mod Save
STR 20 +5 +5
DEX 8 -1 -1
CON 16 +3 +3
Mod Save
INT 12 +1 +1
WIS 10 +0 +4
CHA 18 +4 +8
Skills Athletics +9, Intimidation +8
Resistances Fire
Immunities Frightened
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Draconic, Goblin
CR 10 (XP 5,900; PB +4)
Traits

Divine Aura. Kharn's aura extends 10 feet from him in every direction, but not through total cover. Within this aura if Kharn or a friendly creature within range must make a saving throw, the creature gains a +4 bonus. In addition all friendly creatures within range of the aura can’t be frightened while he is conscious. Kharn's aura is also menacing to his foes while he isn't incapacitated. If a creature is frightened of Kharn, its speed is reduced to 0 while in the aura, and that creature takes 5 psychic damage if it starts its turn there.

Great Weapon Master. Trigger: Kharn makes a melee attack with a heavy weapon that he is proficient with. Response: Kharn can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Pack Tactics. Kharn has Advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

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): Armor of AgathysCommandDivine SmiteWrathful Smite

2nd Level (3 slots): Aid, Spiritual Weapon, Hold Person

3rd level (2 slots): Crusader's MantleElemental Weapon, Fear

Actions

Multiattack. Kharn makes two attacks with his greatsword or javelins.

Chromatic Greataxe. Melee Weapon Attack: +10, reach 10 ft. Hit: 11 (2d6 + 5) Bludgeoning damage.

Javelin +1. Ranged Weapon Attack: +10 to hit, reach 30/120 ft., one target. Hit: 12 (1d6 + 5) piercing damage.

Channel Divinity. Kharn invokes a channel divinity option (spell save DC 16). He has the following Channel Divinity options:

Conquering Presence. Dexterity Saving Throw: DC 14, each creature Kharn can see within 30 feet. Failure: Creature becomes frightened of Kharn 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.

Guided Strike. Kharn strikes with supernatural accuracy. When he makes an attack roll he uses his Channel Divinity to gain a +10 bonus to the roll.

Bonus Actions

Greater Critical. Trigger: Kharn scores a critical hit with a melee weapon or reduces a creature to 0 hit points with one. Response: Kharn makes one melee weapon attack as a bonus action.

Logan5967

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