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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 Class13
Hit Points 15d10+60
Speed50 ft.
Strength20 (+5)
Dexterity16 (+3)
Constitution18 (+4)
Intelligence12 (+1)
Wisdom15 (+2)
Charisma12 (+1)
Saving ThrowsStrength d20+10 Wisdom d20+7
SkillsAthletics d20+10 Perception d20+7 Survival d20+7
Damage ResistancesAcidFireLightning
ThunderBludgeoningPiercingSlashing from nonmagical attacks
Damage ImmunitiesColdNecroticPoison
Condition ImmunitiesCharmedExhaustionFrightened
GrappledParalyzedPetrifiedPoisoned
ProneRestrained
SensesDarkvision 60 ft.Passive Perception 17
LanguagesElvishSylvan
Challenge16 (15000 XP)
Special 1ChargeIf Karador moves at least 30 feet straight toward a targetand then hits it with a gore or pike attack in the same turn,
the target takes an extra 5d6 piercing damage
Special 2Ethereal SightKarador can see 60 ft. into the Ethereal Planewhen he is on the Material Plane, and vice versa
Special 3Incorporeal MovementKarador can move through other creatures and objectsas if they were difficult terrain.
He takes 1d10 force damage if he ends his turn inside an object
Special 4Innate SpellcastingKarador's innate spellcasting ability is Charisma.He can cast the following spells without requiring material components
Spells5/dayAnimate dead
Special 5Magic WeaponsKarador's weapon attacks are magical
Special 6Pack TacticsKarador has an advantage on an attack rollagainst a creature if at least one of Karador's allies is within 5 feet
of the creature and the ally isn't incapacitated
Action 1MultiattackKarador makes two attacks with his pikeand one gore attack
or two attacks with his short bow
Action 2GoreMelee Weapon Attack d20+10 to hit
Reach 5 ft. one targetHit 2d6+5 piercing damage,and the target must makea DC 18 Strength saving throw or be pushed 10 ft.
Action 3PikeMelee Weapon Attack d20+10 to hit
Reach 10 ft. one targetHit 2d10+5 piercing damage
Action 4ShortbowRanged Weapon Attack d20+8 to hit,
Range 80/320 ft. one targetHit 1d6+3 piercing damage
Action 5EtherealnessKarador enters the Ethereal Planefrom 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 affector be affected by anything on other planes
Action 6Leadership (Recharges after a Short or Long Rest)For 1 minute, Karador can utter a special command or warningwhenever 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 hearand understand Karador.A creature can benefit from only one Leadership die at a time.
This effect ends if Karador is incapacitated
Legendary ActionsKarador, 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 actionsat the start of its turn
Legendary Action 1AttackKarador makes a weapon attack
Legendary Action 2Charging Strike (Costs 2 Actions)Karador moves up to his speed and then makes a pike attack

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