Klurichir
Klurichir
Klurichir
Klurichir
Huge fiend (demon), Chaotic Evil
STR 30 (+10)
DEX 20 (+5)
CON 26 (+8)
INT 24 (+7)
WIS 20 (+5)
CHA 26 (+8)
Traits
Aura of Terror.
Any creature that starts its turn with 30 feet of the klurichir must succeed on a DC 20
Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on itself on a success. If a creature's
saving throw is successful or the effect ends for it, the creature is immune to the klurichir’s
aura of terror for the next 24 hours.
Actions
Multiattack.
The klurichir makes four attacks: two with its battleaxe, one with its spines, and one with its
pincers or maw.
Battleaxe.
Melee Weapon Attack: +17 to hit, reach 10 ft., one creature.
Hit: 29 (3d12 + 10) slashing damage.
Pincers.
Melee Weapon Attack: +17 to hit, reach 5 ft., one creature.
Hit: 19 (2d8 + 10) piercing damage and the target is grappled (escape DC 21). On a critical
hit, this attack cuts off one of the creature’s heads. The creature dies if it can't survive
without the lost head. A creature is immune to this effect if it is immune to slashing damage
or doesn't have or need a head.
Maw.
Melee Weapon Attack: +17 to hit, reach 5 ft., one creature the klurichir has grappled.
Hit: 28 (4d8 + 10) piercing damage. If this damage reduces a creature to 0 hit points, that
creature is killed.
Spines.
Ranged Attack: +12 to hit, reach 120 ft., one creature.
Hit: 15 (3d6 + 5) piercing damage and the target must succeed on a DC 20 Constitution
saving throw or become poisoned for 1 minute.
Flesh Whips.
Melee Weapon Attack: +17 to hit, reach 15 ft., one creature chosen at random.
Hit: 19 (2d8 + 10) slashing damage.
Legendary Actions
Klurichir 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. The
klurichir regains spent legendary actions at the start of their turn.
Corrosive Gas (Costs 2 Actions). The klurichir opens it’s maw to let loose a 30 foot
radius spherical cloud of noxious gas. The gas spreads around corners. It lasts for 10 minutes
or until strong wind disperses it. The area of the gas is heavily obscured. When a creature
enters the gassed area for the first time on a turn or starts its turn there, that creature must
make a DC 15 Constitution saving throw. The creature takes 5d8 poison damage on a failed
save, or half as much damage on a successful one.