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<blockquote data-quote="dave2008" data-source="post: 8091504" data-attributes="member: 83242"><p><strong><span style="font-size: 22px">Klurichir</span></strong></p><p><em>Huge fiend (demon), chaotic evil</em></p><p>[ATTACH=full]126438[/ATTACH]</p><p><strong>Armor Class</strong> 19 (natural armor)</p><p><strong>Hit Points</strong> 300 (24d12 + 144; bloodied 150)</p><p><strong>Speed</strong> 40 ft., fly 60 ft.</p><p>[ATTACH=full]126439[/ATTACH]</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>24 (+7)</td><td>15 (+2)</td><td>21 (+6)</td><td>18 (+4)</td><td>16 (+3)</td><td>20 (+5)</td></tr></table><p>[ATTACH=full]126440[/ATTACH]</p><p><strong>Savings Throws</strong> Str +14, Dex +8, Con +12, Wis +9</p><p><strong>Skills</strong> Arcana +10, Athletics +14, Intimidation +17,</p><p><strong>Damage Resistances</strong> cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> charmed, frightened, poisoned</p><p><strong>Senses</strong> truesight 120 ft., passive Perception 20</p><p><strong>Languages</strong> Abyssal, Primordial, telepathy 120 ft.</p><p><strong>Challenge</strong> 19 (22,000 XP) <strong>Proficiency Bonus</strong> +6</p><p>[ATTACH=full]126441[/ATTACH]</p><p><strong><em>Abyssal Step. </em></strong>The klurichir can use a bonus action to magically teleport, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.</p><p></p><p><strong><em>Aura of Malignance. </em></strong>Creatures within 15 feet of the kluricher cannot regain hit points.</p><p></p><p><strong><em>Magic Resistance. </em></strong>The klurichir has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the klurichir has disadvantage on the attack roll.</p><p></p><p><strong><em>Magic Weapons. </em></strong>The klurichir’s weapon attacks are magical.</p><p></p><p><strong><em>Obscene Magic (2/Short Rest). </em></strong>The klurichir can use a bonus action to cast a spell or use its Blasphemous Utterance.</p><p></p><p><strong><em>Unstoppable (3/Short Rest). </em></strong>The klurichir can use a reaction at the end of its turn to remove one condition or effect it is suffering. Alternately, the klurichir can use a reaction, take 30 hit points of damage, and end the condition or effect immediately.</p><p></p><p><strong><u>ACTIONS</u></strong> </p><p><strong><em>Multiattack. </em></strong>The klurichir makes four claw attacks or two claw attacks and one pincher attack.</p><p></p><p><strong><em>Claw. </em></strong><em>Melee Weapon Attack: </em>+13 to hit, reach 10 ft., one target. <em>Hit: </em>17 (3d6 + 7) slashing damage.</p><p></p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack: </em>+13 to hit, reach 5 ft., one target that is grappled by the klurichir or incapacitated. <em>Hit: </em>18 (3d8 + 7) piercing damage.</p><p></p><p><strong><em>Pinchers. </em></strong><em>Melee Weapon Attack: </em>+13 to hit, reach 5 ft., one target. <em>Hit: 28</em> (6d6 + 7) piercing damage and the target is grappled. A target grappled in this way is also restrained.</p><p></p><p><strong>Blasphemous Utterance.</strong> The klurichir roars a vile word of power. Each creature within a 30 foot radius centered on the klurichir must make a DC 19 Charisma saving throw, taking 19 (3d12) necrotic damage and be cursed on a failed save, or half as much damage on a successful one. A cursed creature has its speed reduced in half and cannot regain hit points. The target may make another saving throw at the end of each of its turns, ending the effect on it with a success.</p><p></p><p><strong><em>Innate Spellcasting. </em></strong>The klurichir’s spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The klurichir can innately cast the following spells, requiring no material components.</p><p></p><p>At will: <em>darkness, detect magic, dispel magic, hold monster, poison spray (17th level), telekinesis</em></p><p>3/day each: <em>power word stun, symbol, teleport</em></p><p>1/day each: <em>banishment, weird</em></p><p></p><p><strong><u>BONUS ACTIONS</u></strong></p><p><strong><em>Gnaw.</em></strong> The klurichir can make a bite attack targeting a creature it has grappled.</p><p></p><p><strong><u>REACTIONS</u></strong> </p><p><strong><em>Evade.</em></strong> If the klurichir succeeds on a saving throw versus an area attack, the klurchic can move up to half its speed. If the movement takes it outside the area of effect of the triggering attack, it takes no damage from that attack.</p><p></p><p><strong><em>Torso Bite. </em></strong>If a creature ends its turn grappled by the klurichir's pinchers, it can make the following attack. <em>Melee Weapon Attack: </em>+13 to hit, reach 5 ft., one target. <em>Hit: 21</em> (3d10 + 7) piercing damage and if the target is a Medium or smaller creature it must make a DC 22 Strength saving throw or be swallowed. If a target is swallowed the grapple ends and while swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the klurichir, and it takes 21 (6d6) acid damage at the start of each of the klurichir’s turns.</p><p></p><p>If the klurichir takes 30 damage or more on a single turn from a creature inside it, the klurichir must succeed on a DC 20 constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the klurichir. If the klurichir is reduced to 0 hit points, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8091504, member: 83242"] [B][SIZE=6]Klurichir[/SIZE][/B] [I]Huge fiend (demon), chaotic evil[/I] [ATTACH type="full" alt="1600535937164.png"]126438[/ATTACH] [B]Armor Class[/B] 19 (natural armor) [B]Hit Points[/B] 300 (24d12 + 144; bloodied 150) [B]Speed[/B] 40 ft., fly 60 ft. [ATTACH type="full" alt="1600535938500.png"]126439[/ATTACH] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]24 (+7)[/TD] [TD]15 (+2)[/TD] [TD]21 (+6)[/TD] [TD]18 (+4)[/TD] [TD]16 (+3)[/TD] [TD]20 (+5)[/TD] [/TR] [/TABLE] [ATTACH type="full" alt="1600535939430.png"]126440[/ATTACH] [B]Savings Throws[/B] Str +14, Dex +8, Con +12, Wis +9 [B]Skills[/B] Arcana +10, Athletics +14, Intimidation +17, [B]Damage Resistances[/B] cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks [B]Damage Immunities[/B] poison [B]Condition Immunities[/B] charmed, frightened, poisoned [B]Senses[/B] truesight 120 ft., passive Perception 20 [B]Languages[/B] Abyssal, Primordial, telepathy 120 ft. [B]Challenge[/B] 19 (22,000 XP) [B]Proficiency Bonus[/B] +6 [ATTACH type="full" alt="1600535940663.png"]126441[/ATTACH] [B][I]Abyssal Step. [/I][/B]The klurichir can use a bonus action to magically teleport, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. [B][I]Aura of Malignance. [/I][/B]Creatures within 15 feet of the kluricher cannot regain hit points. [B][I]Magic Resistance. [/I][/B]The klurichir has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the klurichir has disadvantage on the attack roll. [B][I]Magic Weapons. [/I][/B]The klurichir’s weapon attacks are magical. [B][I]Obscene Magic (2/Short Rest). [/I][/B]The klurichir can use a bonus action to cast a spell or use its Blasphemous Utterance. [B][I]Unstoppable (3/Short Rest). [/I][/B]The klurichir can use a reaction at the end of its turn to remove one condition or effect it is suffering. Alternately, the klurichir can use a reaction, take 30 hit points of damage, and end the condition or effect immediately. [B][U]ACTIONS[/U][/B] [B][I]Multiattack. [/I][/B]The klurichir makes four claw attacks or two claw attacks and one pincher attack. [B][I]Claw. [/I][/B][I]Melee Weapon Attack: [/I]+13 to hit, reach 10 ft., one target. [I]Hit: [/I]17 (3d6 + 7) slashing damage. [B][I]Bite. [/I][/B][I]Melee Weapon Attack: [/I]+13 to hit, reach 5 ft., one target that is grappled by the klurichir or incapacitated. [I]Hit: [/I]18 (3d8 + 7) piercing damage. [B][I]Pinchers. [/I][/B][I]Melee Weapon Attack: [/I]+13 to hit, reach 5 ft., one target. [I]Hit: 28[/I] (6d6 + 7) piercing damage and the target is grappled. A target grappled in this way is also restrained. [B]Blasphemous Utterance.[/B] The klurichir roars a vile word of power. Each creature within a 30 foot radius centered on the klurichir must make a DC 19 Charisma saving throw, taking 19 (3d12) necrotic damage and be cursed on a failed save, or half as much damage on a successful one. A cursed creature has its speed reduced in half and cannot regain hit points. The target may make another saving throw at the end of each of its turns, ending the effect on it with a success. [B][I]Innate Spellcasting. [/I][/B]The klurichir’s spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The klurichir can innately cast the following spells, requiring no material components. At will: [I]darkness, detect magic, dispel magic, hold monster, poison spray (17th level), telekinesis[/I] 3/day each: [I]power word stun, symbol, teleport[/I] 1/day each: [I]banishment, weird[/I] [B][U]BONUS ACTIONS[/U] [I]Gnaw.[/I][/B] The klurichir can make a bite attack targeting a creature it has grappled. [B][U]REACTIONS[/U][/B] [B][I]Evade.[/I][/B] If the klurichir succeeds on a saving throw versus an area attack, the klurchic can move up to half its speed. If the movement takes it outside the area of effect of the triggering attack, it takes no damage from that attack. [B][I]Torso Bite. [/I][/B]If a creature ends its turn grappled by the klurichir's pinchers, it can make the following attack. [I]Melee Weapon Attack: [/I]+13 to hit, reach 5 ft., one target. [I]Hit: 21[/I] (3d10 + 7) piercing damage and if the target is a Medium or smaller creature it must make a DC 22 Strength saving throw or be swallowed. If a target is swallowed the grapple ends and while swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the klurichir, and it takes 21 (6d6) acid damage at the start of each of the klurichir’s turns. If the klurichir takes 30 damage or more on a single turn from a creature inside it, the klurichir must succeed on a DC 20 constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the klurichir. If the klurichir is reduced to 0 hit points, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone. [/QUOTE]
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