D'horvakk Chieftain
Clan hierarchy is settled by what an individual has survived and by how well their Khazrath responds. A chieftain commands in peace. In war, authority passes to whichever Dunerider the clan will follow.
- Physiology
- Humanoid
- Size
- Large
- Speed
- 30 ft., burrow 20 ft.
- Armor class
- 19 (Khazrath plate)
- Hit points
- 189 (18d10 + 90)
- Proficiency
- +4
- STR 23 +6 save +10
- DEX 15 +2 save +2
- CON 21 +5 save +9
- INT 14 +2 save +2
- WIS 18 +4 save +8
- CHA 16 +3 save +7
- Skills
- Athletics +10 , Intimidation +7 , Survival +8 , Perception +8 , Insight +8
- Passive Perception
- 18
- Senses
- tremorsense 120 ft., darkvision 120 ft.
- Languages
- Istryx, Common
- Damage resistances
- fire, bludgeoning, piercing
- Condition immunities
- frightened , charmed
- Found in
- Terran (Barren) , Desert
Equipment
Traits
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Legendary Resistance
Twice per day, when it fails a saving throw, it can choose to succeed instead.
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Clan Command
D'horvakk within 120 feet cannot be Frightened and add the chieftain's Wisdom modifier to their damage rolls.
Actions
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Chieftain's Lance
+10 to hit · Istryxian Bio-Lance · reach 15 ft.
4d6 + 6 poison damage
Three attacks. A D'horvakk that sees a creature hit by two or more of these in a turn has advantage on its next attack roll against that creature.
-
Dune Collapse
DC 18 Dexterity save
A 40-foot radius of dune collapses. Each creature there takes 12d8 bludgeoning damage and is buried on a failed save, or half damage on a success. A buried creature is Restrained and Blinded until it digs out. Recharges on a 5 or 6.
-
Rally Reaction
When a D'horvakk within 60 feet would be reduced to 0 hit points, it drops to 1 hit point instead and can immediately move up to half its speed toward the chieftain. Twice per day.