Karador, Ghost Chieftain
Once the chieftain of a powerful forest clan, Karador lost his life in battle to a rival warchief. Such a death would normally be honorable, the best a warchief could ask for, but Karador was truthfully struck down with the poisoned arrow of a hidden assailant. Unable to cope with the loss of his life and kingdom at the hands of such trickery, Karador's anger raised him once more as a spirit of vengeance.
King of the Departed Once an inhabitant of the Ethereal Plane, Karador's eyes were opened to the vast number of other spirits dwelling secretly within the forest, each clinging to the tatters of their former lives. Under his leadership, Karador was able to bring these disparate souls together into a new clan, a veritable kingdom of the dead.
The Call to Serve In life, Karador worked ceaselessly to expand the reach of his command, and in death he sought the same. Gathering with the spirts of dozens of departed shamans, Karador worked to unlock the secrets of the veil between life and death. Through months of effort, the ghostly chieftain found himself with the power necessary to conscript new soldiers to service in his legions of spirits, forcing their obedience if necessary.
Karador, Ghost Chieftain
Once the chieftain of a powerful forest clan, Karador lost his life in battle to a rival warchief. Such a death would normally be honorable, the best a warchief could ask for, but Karador was truthfully struck down with the poisoned arrow of a hidden assailant. Unable to cope with the loss of his life and kingdom at the hands of such trickery, Karador's anger raised him once more as a spirit of vengeance.
Armor Class | 13 | ||
---|---|---|---|
Hit Points | 15d10+60 | ||
Speed | 50 ft. | ||
Strength | 20 (+5) | ||
Dexterity | 16 (+3) | ||
Constitution | 18 (+4) | ||
Intelligence | 12 (+1) | ||
Wisdom | 15 (+2) | ||
Charisma | 12 (+1) | ||
Saving Throws | Strength d20+10 | Wisdom d20+7 | |
Skills | Athletics d20+10 | Perception d20+7 | Survival d20+7 |
Damage Resistances | Acid | Fire | Lightning |
Thunder | Bludgeoning | Piercing | Slashing from nonmagical attacks |
Damage Immunities | Cold | Necrotic | Poison |
Condition Immunities | Charmed | Exhaustion | Frightened |
Grappled | Paralyzed | Petrified | Poisoned |
Prone | Restrained | ||
Senses | Darkvision 60 ft. | Passive Perception 17 | |
Languages | Elvish | Sylvan | |
Challenge | 16 (15000 XP) | ||
Special 1 | Charge | If Karador moves at least 30 feet straight toward a target | and then hits it with a gore or pike attack in the same turn, |
the target takes an extra 5d6 piercing damage | |||
Special 2 | Ethereal Sight | Karador can see 60 ft. into the Ethereal Plane | when he is on the Material Plane, and vice versa |
Special 3 | Incorporeal Movement | Karador can move through other creatures and objects | as if they were difficult terrain. |
He takes 1d10 force damage if he ends his turn inside an object | |||
Special 4 | Innate Spellcasting | Karador's innate spellcasting ability is Charisma. | He can cast the following spells without requiring material components |
Spells | 5/day | Animate dead | |
Special 5 | Magic Weapons | Karador's weapon attacks are magical | |
Special 6 | Pack Tactics | Karador has an advantage on an attack roll | against a creature if at least one of Karador's allies is within 5 feet |
of the creature and the ally isn't incapacitated | |||
Action 1 | Multiattack | Karador makes two attacks with his pike | and one gore attack |
or two attacks with his short bow | |||
Action 2 | Gore | Melee Weapon Attack | d20+10 to hit |
Reach 5 ft. one target | Hit 2d6+5 piercing damage, | and the target must make | a DC 18 Strength saving throw or be pushed 10 ft. |
Action 3 | Pike | Melee Weapon Attack | d20+10 to hit |
Reach 10 ft. one target | Hit 2d10+5 piercing damage | ||
Action 4 | Shortbow | Ranged Weapon Attack | d20+8 to hit, |
Range 80/320 ft. one target | Hit 1d6+3 piercing damage | ||
Action 5 | Etherealness | Karador enters the Ethereal Plane | from the Material Plane or vice versa. |
He is invisible on the Material Plane while he is in the Border Ethereal, | and vice versa, yet he can't affect | or be affected by anything on other planes | |
Action 6 | Leadership (Recharges after a Short or Long Rest) | For 1 minute, Karador can utter a special command or warning | whenever a nonhostile creature that he can see within 30 feet |
of him makes an attack roll or a saving throw. | The creature can add a d4 to its roll provided it can hear | and understand Karador. | A creature can benefit from only one Leadership die at a time. |
This effect ends if Karador is incapacitated | |||
Legendary Actions | Karador, Ghost Chieftain 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. | Karador regains spent legendary actions | at the start of its turn | |
Legendary Action 1 | Attack | Karador makes a weapon attack | |
Legendary Action 2 | Charging Strike (Costs 2 Actions) | Karador moves up to his speed and then makes a pike attack |
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