| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +19 |
| DEX | 18 | +4 | +13 |
| CON | 30 | +10 | +19 |
| Mod | Save | ||
|---|---|---|---|
| INT | 21 | +5 | +5 |
| WIS | 24 | +7 | +7 |
| CHA | 28 | +9 | +18 |
Banishment. When Kulq drops to 0 hit points, his body slowly turns to burning sludge, and he returns to his palace in Cania, the sludge remains for 1d6 days and deals 1d8 fire damage to those who touch it. He cannot reform for 7 days in hell, but then returns. If he is in his realm upon death this does not happen
Legendary Resistance (5/Day). If Kulq fails a saving throw, it can choose to succeed instead.
Infernal Resurgence. Whenever Kulq is hit by fire or necrotic damage, that damage is added to the next hit he makes with World Scatterer. This ability stacks until expended, and the bonus damage is doubled if the source of the damage is from a spell of 7th level or higher.
Master of Hell. Kulq Ao Fury can call upon the infernal legions at will. As an action once per long rest, he summons 1d6+2 pit fiends to aid him in battle. These fiends obey him without question, fighting until slain.
World Ender’s Aura. At the start of each of Kulq’s turns, each creature within 60 feet of him must succeed on a DC 24 Constitution saving throw or take 35 (10d6) necrotic damage and be weakened for 1 minute. Weakened creatures deal half damage with weapon attacks that use Strength.
Innate Spellcasting. Kulq Ao Fury's spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: Dispel Magic, Hellish Rebuke (10th level), Plane Shift;
3/day each: Imprisonment, Fireball (9th level), Power Word Kill;
1/day each: Meteor Swarm, Wish, Time Stop.
Multiattack. Kulq makes three attacks with World Scatterer, targeting up to two creatures within range.
World Scatterer. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 48 (6d10 + 15) slashing damage plus 36 (8d8) necrotic damage. Additionally, the target’s hit point maximum is reduced by the necrotic damage inflicted, and this reduction lasts until the creature finishes a long rest. If the target is reduced to 0 hit points by this attack, their soul is consumed, and they cannot be resurrected by anything short of a Wish spell.
Searing Flayer. Ranged Weapon Attack: +16 to hit, range 90 ft., one target. Hit: 45 (7d8 + 12) fire damage. The target is ignited in an eternal hellfire, taking an additional 20 (5d4) fire damage at the start of each of their turns. The flames cannot be extinguished by nonmagical means.
Eternal Pain (Recharge 5-6). Kulq Ao Fury chooses a point within 120 feet. All creatures within a 30-foot radius of that point must succeed on a DC 25 Dexterity saving throw or be struck by a 30-foot high pillar of howling flames. Each creature takes 75 (15d10) fire damage and is subject to feeblemind for 1 minute. A creature affected by feeblemind can make a DC 20 Intelligence saving throw at the end of each of their turns, ending the effect on a success.
Kulq can take 5 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 Kulq regains spent legendary actions at the start of its turn.
Scythe Barrage. Kulq makes a World Scatterer attack against every enemy within 15 feet of him. Each attack deals necrotic damage equal to his Infernal Resurgence ability if active.
Terrifying Glare. Kulq targets one creature that he can see within 120 ft. The target must succeed on a DC 26 Wisdom saving throw or be paralyzed with fear for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Death’s Command. Kulq causes two creatures within 60 feet of him to fall under his absolute command. The creatures must each succeed on a DC 25 Charisma saving throw or be charmed for 1 minute. The charmed condition does not break if they or their allies are attacked by Kulq or his allies during this time.
Reaping Strike (Costs 2 Actions). Kulq chooses a creature within 30 feet, ignoring cover. The target must make a DC 27 Dexterity saving throw or take 60 (10d10 + 10) necrotic damage. On a successful save, they take half damage.
Description
Previous Versions
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4/20/2023 11:15:09 PM
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10/28/2024 2:22:12 PM
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5/4/2026 11:05:56 PM
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5/4/2026 11:25:45 PM
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WJT3
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