Kelvezu
Medium fiend (demon), chaotic evil
Armor Class 19 (natural armor)
Hit Points 217 (29d8 + 87)
Speed 30 ft., fly 60 ft.
Str 21, Dex 24, Con 16, Int 17, Wis 16, Cha 16
Saving Throws Dex +13, Int +9, Wis +9
Skills Stealth +13
Damage Immunities poison
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities poisoned
Senses truesight 120 ft. passive Perception 13
Languages Abyssal, telepathy 120 ft.
Challenge 18 (20000 XP)
Evasion. Whenever the kelvezu is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the kelvezu instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Magic Resistance. The kelvezu has advantage on saving throws against spells and other magical effects.
Magic Weapons. The kelvezu's weapon attacks are magical.
Sneak Attack (1/Turn). The kelvezu deals an extra 28 (8d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kelvezu that isn't incapacitated and the kelvezu doesn't have disadvantage on the attack roll.
Actions
Multiattack. The kelvezu makes five attacks: three with its scimitar, and two with its dagger.
Scimitar. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d6+7) slashing damage and 7 (2d6) poison damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 4 (1d8) hit points at the start of each of its turns due to a bleeding wound. Each time the kelvezu hits the wounded target with this attack, the damage dealt by the wound increases by 4 (1d8). Any creature can take an action to stanch the wound with a successful DC 17 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Dagger. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 9 (1d4+7) piercing damage and 7 (2d6) poison damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 4 (1d8) hit points at the start of each of its turns due to a bleeding wound. Each time the kelvezu hits the wounded target with this attack, the damage dealt by the wound increases by 4 (1d8). Any creature can take an action to stanch the wound with a successful DC 17 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Teleport. The kelvezu magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
If mariliths are the generals of Abyssal armies, and balors the kings of Abyssal realms, then kelvezus are the assassins and spies of the Abyssal realms. Rather than leading other demons into battle, they serve as agents of elimination, almost always working alone. While not able to magically disguise itself, its human-like shape makes it quite easy for it to disguise itself as a human or tiefling with just a tinge of work from a disguise kit. Kelvezus are around the same height and weight as a human.
Originally from the Monster Manual II.
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