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Drexel

Khan Chugu, Dozyg Khan

Jun 29th, 2023
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  1. Khan Chugu, Dozyg Khan
  2.  
  3. Medium humanoid (human), lawful neutral
  4.  
  5. Armor Class: 18 (lamellar armor, shield)
  6. Hit Points: 200 (20d8 + 100)
  7. Speed: 40 ft.
  8.  
  9. STR: 20 (+5)
  10. DEX: 16 (+3)
  11. CON: 20 (+5)
  12. INT: 14 (+2)
  13. WIS: 16 (+3)
  14. CHA: 16 (+3)
  15.  
  16. Saving Throws: Str +10, Dex +7, Con +10
  17. Skills: Athletics +10, Intimidation +7, Perception +7
  18. Senses: Passive Perception 17
  19. Languages: Common, Dozyg
  20. Challenge Rating: 14 (11,500 XP)
  21.  
  22. Brute. A melee weapon deals one extra die of its damage when Khan Chugu hits with it (included in the attack).
  23.  
  24. Legendary Resistance (3/Day). If Khan Chugu fails a saving throw, he can choose to succeed instead.
  25.  
  26. Martial Advantage. Khan Chugu deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll.
  27.  
  28. Reckless Leader. On his turn, Khan Chugu can decide to lead his forces recklessly, granting advantage to all allied creatures within 30 feet of him on melee weapon attack rolls during this turn. However, attack rolls against those allies have advantage until the start of his next turn.
  29.  
  30. Leadership Presence. Khan Chugu chooses up to three allied creatures within 30 feet of him who can see or hear him. The chosen creatures gain advantage on saving throws against being frightened and resistance to psychic damage for 1 minute.
  31.  
  32. Actions:
  33.  
  34. Multiattack. Khan Chugu makes three melee attacks.
  35.  
  36. Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (2d6 + 5) slashing damage.
  37.  
  38. Javelin. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
  39.  
  40. War Cry (Recharge 5-6). Khan Chugu lets out a mighty war cry, inspiring his allies and demoralizing his enemies. Each creature of his choice within 60 feet of him must make a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
  41.  
  42. Commanding Presence (1/Day). Khan Chugu asserts his authority, allowing him to take control of a creature within 30 feet of him. The target must succeed on a DC 15 Wisdom saving throw or be charmed by Khan Chugu and follow his commands for 1 hour. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
  43.  
  44. Equipment: Lamellar armor, shield, greatsword, javelins (5), Khan's headdress, tribal garments.
  45.  
  46. Note: Adjust the numbers and abilities as needed to fit the power level of your campaign. Khan Chugu is a formidable leader and warrior, embodying the spirit of the Dozyg Khan. Feel free to customize his appearance, equipment, and other details to suit your campaign's setting and narrative.
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