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
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.
- At will Druidcraft , Mist , Siphon
- 3/day each Wash , Skim , Plant Growth
- 1/day each Control Water , Breaker , Commune with Nature
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.