Bestiary · Humanoid

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

  • Legendary Resistance

    Twice per day, when it fails a saving throw, it can choose to succeed instead.

  • Clan Command

    D'horvakk within 120 feet cannot be Frightened and add the chieftain's Wisdom modifier to their damage rolls.

Actions

  • 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.