Kord
Large humanoid (avatar),chaotic good
Armor Class 22 (Natural Armor)
Hit Points 450 (36d10 + 252)
Speed 80 ft., fly 60 ft. (hover), swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
32 (+11) | 20 (+5) | 25 (+7) | 19 (+4) | 21 (+5) | 26 (+8) |
Saving Throws Str + 19, Dex +13, Con +15, Int + 12, Wis +13, Cha +16
Skills Athletics +19, Intimidation +16, Perception +13
Damage Resistances cold, force, poison, thunder
Damage Immunities lightning; bludgeoning, piercing, and slashing from non-magical weapons that are not adamantine
Condition Immunities charmed, exhaustion, frightened, petrified
Senses truesight 240 ft., passive perception 23
Languages Common, Draconic, Giant, telepathy 240 ft.
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Champion’s Aura. All allies within a 90-foot radius of Kord have advantage on saving throws against being frightened. Additionally, the first time they enter the aura each day they gain 20 temporary hit points. The temporary hit points remain for up to 1 hr.
Divine Might. Kord's attacks and magical effects ignore the resistances of creatures of CR/level 20 or below.
God of Strength. Kord has advantage on Strength (Athletics) checks and saving throws. If he grapples a creature, it is also restrained until it is no longer grappled by Kord. Additionally, Kord applies twice his Strength modifier to damage on melee attacks (included in the attack).
Legendary Resistance (3/Day). If Kord fails a saving throw, he can choose to succeed instead.
Limited Magic Immunity. Unless Kord wishes, he is immune to spells of 3rd level or lower. Additionally, Kord has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against Kord has disadvantage on the attack roll.
ACTIONS
Multiattack. Kord makes two attacks, any combination of Greatsword, Lightning Bolt, and Slam attacks.
Greatsword. Melee Weapon Attack. +19 to hit, reach 10 ft., one target.
Hit: 36 (4d6 + 22) magical slashing damage plus 22 (4d10) lightning damage and an additional 35 (10d6) magical slashing damage against dragons.
Slam. Melee Weapon Attack: +19 to hit, reach 5 ft., one target.
Hit: 31 (2d8 + 22) magical bludgeoning damage and the target must make a DC 27 Strength saving throw or be grappled, knocked prone, or pushed up to 40 feet. The target automatically fails this saving throw if Kord hits it twice with a Slam attack on the same turn.
Lightning Bolt. Kord throws a bolt of lightning that is 100-foot line and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 49 (14d6) lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.
Throw. Kord throws one object or creature he is holding or grappling in a direction of his choosing. He can throw a gargantuan object 60 ft, a huge object 80 feet, a large object 100 feet, and a medium or smaller object 120 feet. A creature can avoid being thrown by succeed on a DC 27 Strength (Athletics) check, escaping the grapple on a success. A thrown target is knocked prone when it lands and if it strikes a solid surface the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 27 Dexterity saving throw or take the same damage and be knocked prone.
Thunderous Teleport. With a flash of lightning and a thunderous boom, Kord teleports to an unoccupied space he can see within 120 feet of him. Creatures within a 10-foot radius of the point Kord leaves or where ee arrives must make a DC 22 Constitution saving throw, taking 11 (2d10) lighting damage, 11 (2d10) thunder damage, and be deafened for 1 minute on failed save, or half as much damage on a successful one.
Innate Spellcasting. Kord’s spellcasting ability is Charisma (spell save DC 24, +16 to hit with attack spells). Kord can innately cast the following spells, requiring no material components:
At will:
clairvoyance, control weather, compelled duel, ice storm, hold creature, lightning bolt, scrying
3/day each:
blade barrier, divine word, dominate monster, heroes’ feast, teleport
1/day each:
foresight, storm of vengeance
Summon Allies (1/day). Kord magically summons one of the following groups of allies: 1d8 + 4
berserkers, 1d4+1
hill giants, 1d4
frost giants
LEGENDARY ACTIONS
Kord 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. If Kord has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. Kord regains spent legendary actions at the start of its turn.
Crush. One creature Kord has grappled takes 22 bludgeoning damage.
Move. Kord can move up to half his speed.
Regenerate. Kord regenerates 30 hit points
Slam. Kord makes a Slam attack.
Attack (Cost 2 Actions). Kord makes a Greatsword or Shot Put attack, or casts Lightning Bolt.
Thunder (Cost 2 Actions). Kord uses his Thunderous Teleport.
Sleeper Hold (Costs 3 Actions). One creature that Kord has grappled must make a DC 27 Constitution saving throw. On a failure the target suffers one level of exhaustion and falls unconscious for 1 minute, on a success the target suffers one level of exhaustion for 1 minute.