Bestiary · Humanoid

Keth'rassa Chieftain

Authority among the Keth'rassa goes to whoever advances both the tribal accord and the terraforming at once. A chieftain is judged on what the delta looks like after 20 years, and the judging is done openly.

Halcyion Federation
Physiology
Humanoid
Size
Medium
Speed
30 ft., swim 50 ft.
Armor class
19 (grown shell plate)
Hit points
178 (21d8 + 84)
Proficiency
+4
  • STR 16 +3 save +3
  • DEX 18 +4 save +4
  • CON 19 +4 save +8
  • INT 18 +4 save +8
  • WIS 20 +5 save +9
  • CHA 17 +3 save +7
Skills
Nature +8 , Insight +9 , Persuasion +7 , Medicine +9 , Perception +9
Passive Perception
19
Senses
darkvision 120 ft., blindsight 30 ft.
Languages
Istryx, Federation Standard, Common, Qy'reen
Damage resistances
poison, cold, bludgeoning, acid
Condition immunities
decompressed , poisoned
Found in
Coastline , Istryx

Equipment

Spells

Channels with WIS. Save DC 17, spell attack +9 .

Casts the same terraforming work it is judged on. Most of its spells move water or grow ground, and serve in a fight as they do on the delta.

Traits

  • Legendary Resistance

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

  • Amphibious

    Breathes air and water.

  • Accord

    Allies within 120 feet regain 2d6 hit points at the start of their turns while standing in water.

Actions

  • Chieftain's Lance

    +8 to hit · Istryxian Bio-Lance · reach 15 ft.

    4d6 + 4 poison damage

    Three attacks. A creature hit by two or more in a turn has disadvantage on saving throws against cold until the end of the chieftain's next turn.

  • Turn the Tide

    DC 17 Strength save

    A 40-foot radius floods, drawn from any water within a mile, including groundwater. Each hostile creature there takes 11d8 bludgeoning damage and is knocked Prone on a failed save, or half damage on a success. Allies in the area are not affected. Recharges on a 5 or 6.

  • The Accord Holds Reaction

    When an ally within 120 feet fails a saving throw, that ally rerolls the save with advantage and, if the second result succeeds, regains 3d6 hit points. Three times per day.