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 a

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Kharn the Betrayer

Large humanoid, chaotic evil

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.

STR
26 (+8)
DEX
16 (+3)
CON
22 (+6)
INT
16 (+3)
WIS
14 (+2)
CHA
16 (+3)

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)

No special abilities.

Actions

Gorechild chainaxe. Melee Weapon Attack: +14 to hit, reach 5 ft.
Plasma Pistol. Ranged Weapon Attack: +9 to hit, range 30/120, one target.

Reactions

None.


⚠️ 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.

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