Medium Humanoid, Chaotic Neutral
AC 19    Initiative +9 (19)
HP 365 (30d12 + 160)
Speed 30 ft.
Mod Save
STR 29 +9 +15
DEX 19 +4 +4
CON 20 +5 +14
Mod Save
INT 16 +3 +3
WIS 16 +3 +11
CHA 15 +2 +10
Skills Acrobatics +8, Athletics +13, Insight +9, Intimidation +11, Nature +8, Perception +8, Stealth +10, Survival +13
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Frightened, Poisoned
Gear Weapon of Certain Death, Boomerang, Codun's Khopesh, Pelt of Kie'upe, Ring of Warmth, Ear Horn of Hearing, Boots of Striding and Springing, Ring of Feather Falling
Senses Passive Perception 14
Languages all
CR 20 (XP 25,000; PB +6)
Traits

Brutal Critical. When Codun scores a critical hit, he rolls double weapon damage dice as usual, then rolls 3 additional weapon damage dice.

Feral Instinct. Codun has advantage on initiative rolls.

Melee Master. Codun can take a −5 penalty to any melee attack roll to gain a +10 bonus to the damage roll.

Bloodied Frenzy. While Bloodied, Codun has Advantage on attack rolls and saving throws.

Special Equipment. Codun wields Weapon of Certain Death, Boomerang, Codun's Khopesh (Longsword, +3), Pelt of Kie'upe, Ring of Warmth,  Ear Horn of Hearing, Boots of Striding and Springing, Ring of Feather Falling,

Legendary Resistance (5/Day). If Codun fails a saving throw, he can choose to succeed instead.

Aged Body. Due to Codun's advanced age there are times his body doesn't work as it should. Once per turn whenever Codun takes an action, bonus action, or reaction roll 1d4. On a 1 Codun's body stiffens and locks up, causing Codun to be paralyzed until his next turn, he is attacked, or someone uses an action to assist him. 

Pelt of Kie'upe. Any critical hit against the Codun becomes a normal hit. Gains resistance to slashing and piercing damage. Spell attack damage against Codun is halved. The Pelt of Kie'upe and it's abilities can still be used even while Codun paralyzed 

Evasion. If Codun is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Codun instead takes no damage if it succeeds on the save and only half damage if it fails. He can’t use this trait if it has the Incapacitated condition.

Divine Bloodline. Codun can't be changed into another form against his will. Has resistance to radiant damage and advantage on saves against the effects of Paladins, Clerics, and Celestials. Can not be poisoned.

Extra Damage. If Codun has more than half his hit points remaining he deals an extra 12 (2d8) slashing damage on every hit.

Kie'upe's Revival (Recharges after a Short or Long Rest). If Codun would be reduced to 0 hit points the lingering magic of Kie'upe surges to protect it's bearer. The pelt grows and fuses with Codun turning him into a boar man hybrid. his current hit point total resets to 365 hit points and he gains 50 temperary hit points, he no longer has the Aged Body trait, resistance to all forms of damage, heals 2d8 every time he hits a target, and he regains any expended uses of Legendary Resistance. Additionally, Codun can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating Codun after Kie'upe's Revival activates.

Actions

Multiattack. Codun makes three attacks (four when raging or in Kie'upe's Revival) with his Khopes and boomerang.

Codun's Khopesh. +15 to hit, reach 5 ft., one target. Hit: 20 (2d8 + 15) slashing damage.

Weapon of Certain Death, Boomerang. +14 to hit, range 60/120 ft., one target. Hit: 18 (4d4 + 4) bludgeoning damage.

Battle Maneuvers. Codun can preform one of these battle maneuvers the first time he hits a target.

Disarming Attack: When Codun hits a creature with a weapon attack, he can attempt to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. add +8 (2d8) to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the chosen object. The object lands at its feet.

Grappling Strike: Immediately after Codun hits a creature with a melee attack on his turn, he try to grappled the target as a bonus action. Add +8 to the Strength (Athletics) check

Sweeping Attack: When Codun hits a creature with a melee weapon attack, he can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within his reach. If the original attack roll would hit the second creature, it takes damage equal to half the damage dealt to the original target. The damage is of the same type dealt by the original attack.

Bonus Actions

Second Wind. As a bonus action, Codun can regain 30 hit points.

Rage (Recharges after a Short or Long Rest). Codun enters a rage that lasts until he falls unconscious or chooses to end it (no action required). While raging, Codun gains the following benefits:

He has advantage on Strength checks and Strength saving throws.

  • He deals an extra 4 damage when he hits a target with a melee weapon attack (included in attacks)
  • He has resistance to bludgeoning, piercing, and slashing damage
  • He can’t be charmed or frightened
  • He can make an additional melee weapon attack (included in the Multiattack action)

When Codun’s rage ends, he gains one level of exhaustion.


Reactions

Reposition. Codun moves up to half his speed. This movement doesn't provoke opportunity attacks.

Lone Fighter. If Codun is 10 feet away or more from an ally or fighting alone he can give himself advantage on attacks for that turn.

Legendary Actions

Legendary Action Uses: 4. Immediately after another creature's turn, Codun can expend a use to take one of the following actions. Codun regains all expended uses at the start of each of his turns.

Parry. Codun adds 5 to his AC against one melee attack that would hit him. To do so, Codun must see the attacker and be wielding a melee weapon.

Strike.
 Codun makes one Khopesh attack.

Wrath of Kie'upe (Cost 2 Actions). The head of the boar pelt reanimates and grows to attack everything in a range of 90-feet with in a 30-foot radius. Each creature in that area must make a DC 24 Dexterity saving throw, taking 46 (13d6) piercing damage and 46 bludgeoning (13d6) damage on a failed save, or half as much damage on a successful one.

Mythic Actions

If the greatwyrm’s Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Gouge. +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

Charge. Codun can move his full movement in one direction. Everything in his path must make a dexterity save. On a failed save the targets take 30 (3d10) bludgeoning damage, pushed 5 feet back, and knocked prone. If the targets pass they take half damage and are not knocked prone.

Roar of the White Death (cost 2 actions). Only usable when Kie'upe's revival is active. Codun emits a horrific screech. Each creature within 100 feet of it that can hear it must succeed on a DC 20 Constitution saving throw or be stunned until the end of the Codun's next turn.

Description

Codun the Barbarian, a living legend in Kileh. It was said the very moment he was born his father strapped the baby Codun to his chest and went straight into battle, supposedly a tradition for his family started by their founder after she gave birth to a child of one of the Old Gods of war. Codun was trained in all manner of fighting and warcraft as soon as he was able to walk. Taking the many hard lessons with him when the young barbarian set out into the world seeking adventure at the prime age of twelve.

For 81 years roaming the lands of Kileh. Sometimes as a adventurer in a party, some as a lone warrior, at other times a noble king or relentless conqueror. He has slain at lest one of everything you could possible imagine. Seen every wonder you could ever dream of. His exploits and tales over a few decades have become legends told throughout every corner of the world. The mere thought of this man in one's immediate vicinity fills many a mortal with reverence, wonder, or immense fear. Even the great powers and empires of Kileh are wary of this legendary barbarian. Old age or no to underestimate Codun is to court with death. Now, at the rip old age of 93 Codun is ever the adventurous thrill seeker. Even if he doesn't always remember where he is or what he's doing there...

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Human

Habitat: Any

Treasure:  Any

owalther2

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