Kharn the Betrayer
The Betrayer 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 Betrayer regains spent legendary actions at the start of its turn. Advance. Khârn moves up to his movement speed. Impulsive Shot. Khârn makes a plasma pistol attack with disadvantage . Kill! Maim! Burn! (Costs 2 Actions). Khârn uses his Charged Shot attack.
Armor Class 18 (power armor)
Hit Points 184 (16d10 + 96)
Speed 30 ft.
Saving Throws Str +14, Con +12, Cha +9
Skills Athletics +14, Intimidation +9, Perception +8 Proficiency Bonus +6
Damage Vulnerabilities —
Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Damage Immunities —
Condition Immunities charmed, frightened
Senses passive Perception 10
Languages Abyssal, Common, Infernal
Challenge 18 (20.000 XP)
Actions
Reactions
Legendary Actions
⚠️ D&D Wiki Homebrew
This content was imported from D&D Wiki. It has not been vetted for game balance. Use with DM discretion.
Source: D&D Wiki - Kharn the Betrayer (5e Creature)
This content is available under the GNU Free Documentation License 1.3. Original authors credited on the source wiki page.
Formatted by BubblyBards.