Actions/Abilities/Traits: D&D 5e (Kelubar Consul)
Attributes
Strength: 20
Dexterity: 13
Constitution: 17
Intelligence: 14
Wisdon: 15
Charisma: 18
Saving Throws
Saving Throw Bonuses
Strength: +9
Consitution: +7
Constitution: +8
Skills
athletics: +9
insight: +6
persuasion: +8
Offense
Bite
Circumstance: Melee
9 to hit, reach 5 ft., one target. (2d8 + 5) piercing damage plus 7 (2d6) acid damage.
Offense
Claws
Circumstance: Melee
9 to hit, reach 5 ft., one target. (1d8 + 5) slashing damage plus 7 (2d6) acid damage.
Action
Multiattack
The kelubar makes one Bite attack and three Claws attacks.
Bonus Action
Summon Demodand (1/Day)
The kelubar rolls a d6. A result of 1-2 summons in two allied farastu stalker|MaBJoV|farastu stalkers, a result of 3-4 summons in one allied kelubar consul|MaBJoV.
Reaction
Impossible Dodge
When an attacker that the kelubar can see hits it with an attack, the kelubar can use its reaction to halve the attack's damage.
Spellcasting
Frequency:
At Will
Attribute: cha
The kelubar casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save 16):
clairvoyance
detect magic
fear
invisibility (self only)
spider climb
tongues
Spellcasting
Frequency:
Daily
Attribute: cha
The kelubar casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save 16):
dispel magic
fog cloud
Trait
Devil's Sight
Magical darkness doesn't impede the kelubar's darkvision.
Trait
Freedom of Movement
The kelubar is unaffected by difficult terrain, and spells and other magical affects don't reduce its speed or cause it to be paralyzed or restrained. If the kelubar spends 5 feet of movement is automatically escapes from nonmagical restraints or a creature that has it grappled. It is also able to move underwater with no movement or attack penalties.
Trait
Keen Smell
The kelubar has advantage on Wisdom (Perception) checks that rely on smell.
Trait
Magic Resistance
The kelubar has advantage on saving throws against spells and other magical effects.
Trait
Magic Weapons
The kelubar's weapon attacks are magical.
Trait
Reckless
At the start of its turn, the kelubar can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Trait
Sneak Attack (1/Turn)
The kelubar deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the kelubar that isn't incapacitated and the kelubar doesn't have disadvantage on the attack roll.
Trait
Stench
Any creature that is not a demodand and starts its turn within 30 feet of the kelubar must succeed on a 16 Constitution saving throw or or have the poisoned condition for 1 minute. On a successful saving throw, the creature is immune to the stench of this kelubar for 1 hour.
Trait
Passive Perception
12
Immunities
Damage Immunities
acid
poison
Immunities
Condition Immunities
poisoned
Resistances
cold
fire
bludgeoning (from nonmagical attacks that aren't silvered)
piercing (from nonmagical attacks that aren't silvered)
slashing (from nonmagical attacks that aren't silvered)
Senses
darkvision 120 ft.
Languages
Abyssal
Common
Actions/Abilities/Traits: D&D 5e (Kelubar Consul)
Actions/Abilities/Traits: D&D 5e (Kelubar Demodand)
Attributes
Strength: 22
Dexterity: 13
Constitution: 18
Intelligence: 14
Wisdon: 15
Charisma: 18
Saving Throws
Saving Throw Bonuses
Dexterity: +6
Wisdom: +7
Skills
insight: +7
Offense
Bite
Circumstance: Melee
11 to hit, reach 5 ft., one target. (1d10 + 6) piercing damage plus 18 (4d8) acid damage.
Action
Multiattack
The kelubar makes two Bite attacks.
Action
Spit Acid
The kelubar spits acid in a line 60 feet long and 5 feet wide. Each creature in that area must make a 17 Dexterity saving throw, taking 27 (6d8) acid damage on a failed save, or half as much damage on a successful one.
Action
Summon Demodand (1/Day)
The kelubar has a 40 percent chance of summoning its choice of 1d2 farastu demodands or 1 kelubar demodand. A summoned demodand appears in an unoccupied space within 60 feet of the kelubar, acts as an ally of the kelubar, and can't summon other demodands. It remains for 1 minute, until it or the kelubar dies, or until the kelubar dismisses it as an action.
Bonus Action
Nauseating Fog {@recharge}
The kelubar magically creates a cloud of greenish fog that fills a 20-foot-radius sphere centered on a point within 120 feet of itself. The cloud remains for 1 minute or until the kelubar uses this bonus action again. The cloud is heavily obscured and difficult terrain. Any creature that starts its turn in the cloud or enters the cloud for the first time on a turn must succeed on a 17 Constitution saving throw or have the poisoned condition until the end of its next turn.
Spellcasting
Frequency:
At Will
Attribute: cha
The kelubar casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save 17):
invisibility (self only)
Spellcasting
Frequency:
Daily
Attribute: cha
The kelubar casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save 17):
dispel magic
scrying (as an action)
Trait
Acidic Secretions
A creature that touches the kelubar or hits it with a melee attack while within 5 feet of it takes 5 (2d4) acid damage.
Trait
Boundless Movement
The kelubar ignores difficult terrain, and magical effects can't reduce its speed. It can spend 5 feet of movement to automatically remove the grappled condition from itself.
Trait
Magic Resistance
The kelubar has advantage on saving throws against spells and other magical effects.
Trait
Passive Perception
12
Immunities
Damage Immunities
acid
poison
Immunities
Condition Immunities
paralyzed
poisoned
restrained
Resistances
cold
fire
Senses
darkvision 120 ft.
Languages
Abyssal
Demodand
telepathy 120 ft.
Kelubars, sometimes called slimy demodands, are the bureaucrats of Carceri, existing as intermediaries between farastus and shators. They are squat, and their skin drips with a foul-smelling, acidic slime. Kelubars revel in the subservience of others, and they prefer to do battle with words—or at least to send in their farastu minions—rather than fight directly.
Demodands
Demodands, also called gehreleths, are Fiends from the Tarterian Depths of Carceri. Cast into the prison plane long ago for forgotten transgressions, these bitter, wicked creatures have appointed themselves the jailers of the plane. Demodands viciously defend the few known portals that lead out of Carceri and ruthlessly torment other creatures trapped there.
Demodands that manage to leave Carceri know they're doomed to return; a demodand that dies outside Carceri re-forms there in a torturous process that takes 2d20 days. Even those who survive on other planes find themselves eventually dragged back, pulled by some planar tether.
5e Tools
Actions/Abilities/Traits: D&D 5e (Kelubar Demodand)