Klurichir

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KLURICHIR

Klurichir
Huge fiend (demon), Chaotic Evil

Armour Class - 20 (natural armor)


Hit Points - 430 (30d12 + 195)
Speed - 50 ft., fly 90 ft.

STR 30 (+10)
DEX 20 (+5)
CON 26 (+8)
INT 24 (+7)
WIS 20 (+5)
CHA 26 (+8)

Saves STR +17, CON +12, WIS +12, CHA +15


Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from
nonmagical attacks
Damage Immunities fire, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., blindsight 60 ft., passive Perception 15
Languages Abyssal, telepathy 120 ft.
Challenge 24 (62,000 XP)

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.

Legendary Resistance (3/Day).


If the klurichir fails a saving throw, it can choose to succeed instead.

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.

Abyssal Howl (Recharge 5-6).


The klurichir unleashes a guttural and horrific howl from its lower mouth causing all
creatures within a 60 foot radius surrounding the demon to make a DC 20 Wisdom saving
throw, taking 90 (20d8) psychic damage on a failed save, or half as much on a successful
one.

Flesh Whips.
Melee Weapon Attack: +17 to hit, reach 15 ft., one creature chosen at random.
Hit: 19 (2d8 + 10) slashing damage.

Variant: Summon Demon (1/Day).


Once per day a klurichir can automatically summon 4d10 quasits, 1d6 hezrous, 2
nalfeshnees, 2 glabrezus, 2 mariliths, or 2 balors (klurichir's choice).

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.

Flesh Whips. The klurichir makes up to two flesh whip attacks.

Teleport. The klurichir teleports with anything it is wearing or hlding to an unoccupied


space it can see within 120 feet.

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.

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