Lord Kars, Master of the Pillar Men
The Kars 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 Kars regains spent legendary actions at the start of its turn. Move. Kars moves up to his speed without provoking opportunity attacks. Brilliant Bone Blades. Kars makes one attack with Brilliant Bone Blades. Vampiric Thralls. Kars makes use of Vampiric Thralls.
Armor Class 18 (Natural Armor)
Hit Points 190 (20d8 + 90)
Speed 40 ft.
Saving Throws Str +13, Dex +14, Con +10, Int +12, Wis +12
Skills Acrobatics +14, Animal Handling +12, Athletics +13, Deception +8, History +12, Insight +12, Intimidation +8, Investigation +12, Nature +12, Perception +12, Stealth +14, Survival +12
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing
Damage Immunities —
Condition Immunities Charmed, Frightened
Senses passive Perception 19
Languages Common
Challenge 15 (13.000 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 - Lord Kars, Master of the Pillar Men (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.