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Kharhaz the Betrayer

Kharhaz the Betrayer

“Your death will silence them for a short while.”

Kharhaz the Betrayer is a wanted desertion, murderer, and treason. The kingdom will provide a substantial reward to anyone who can bring his identifiable corpse to them. Though many have sought to claim the bounty, none have been successful. Kharhaz is delighted at the royal decree, for it guarantees new victims will seek him.

Medium Humanoid (Dwarf), Chaotic Evil


Armor Class 18 (Half Plate Armor, Shield); Initiative +1 (10)
Hit Points 173 (12d12 + 36 + 24 + 12 + 12)
Speed 40 feet


STR DEX CON INT WIS CHA
20 13 17 10 8 12
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+5 +9 +1 +1 +3 +7 +0 +0 -1 -1 +1 +1

Skills Animal Handling +3, Athletics +9, Intimidation +5, Nature +4, Perception +3; Carpenter’s Tools
Resistances Poison
Gear Half Plate Armor, Kinslayer, Shield, and Traveler’s Clothes; Weight Carried 54 pounds
Senses Darkvision 120 feet, Passive Perception 13, Passive Investigation 10, Passive Insight 9
Languages Common, Dwarvish, Giant
Challenge 8 (XP 3,900; Proficiency Bonus +4)


TRAITS

Danger Sense. Kharhaz has Advantage on Dexterity saving throws unless he has the Incapacitated condition.

Dwarven Resilience. Kharhaz has Advantage on saving throws he makes to avoid or end the Poisoned condition.

Feral Instinct. Kharhaz has Advantage on Initiative rolls.

Guardian. Immediately after a creature within 5 feet of Kharhaz takes the Disengage action or hits a target other than him with an attack, Kharhaz can make an Opportunity Attack against that creature.

Halt. When Kharhaz hits a creature with an Opportunity Attack, the creature’s Speed becomes 0 for the rest of the current turn.

Reckless Attack. When Kharhaz makes his first attack roll on his turn, he can decide to attack recklessly. Doing so gives him Advantage on attack rolls using Strength until the start of his next turn, but attack rolls against him have Advantage during that time. If Kharhaz uses Reckless attack, he can forgo Advantage on one Strength-based attack of his choice on his turn. The chosen attack roll must not have Disadvantage. If the chosen attack roll hits, the target takes an extra 5 (1d10) damage of the same type dealt by the weapon or Unarmed Strike, Kharhaz can cause 1 Brutal Strike effect(s) of his choice.

  • Forceful Blow. The target is pushed 15 feet straight away from Kharhaz. He can then move up to half his Speed straight toward the target without provoking Opportunity Attacks.
  • Hamstring Blow. The target’s Speed is reduced by 15 feet until the start of Kharhaz’s next turn. A target can be affected by only one Hamstring Blow at a time – the most recent one.

Unarmored Defense. While Kharhaz isn’t wearing any armor, his base Armor Class equals 14. He can use a Shield and still gain this benefit.


MAGIC ITEMS

Kinslayer

Weapon (Battleaxe), Legendary (Requires Attunement)

Kinslayer was once an ordinary battleaxe casually lost in the center of a meteor crater. As Fate would have it, centuries later, that site would become the battlefield of a civil war where innumerable atrocities occurred. The blood of the fallen pooled and congealed into the center of the basin, where it soaked into the buried forgotten weapon. Their insatiable hatred gave birth to its dark power.

You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained.

Soul Eater. When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes Necrotic damage instead of Slashing if it isn’t a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken.

Soul Steal. If you die while attuned to the weapon, your soul enters it. You can telepathically communicate with any creature attuned to it. The attuned can’t prevent this telepathic communication. When found, it contains 1d6 − 1 souls. Casting Banishment on the weapon allows an imprisoned soul to depart for the afterlife if it desires to do so.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.

Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 19 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.

While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.


ACTIONS

Extra Attack. Kharhaz can attack twice instead of once whenever he takes the Attack action on his turn.

Kinslayer. Melee Attack Roll: +14, reach 5 feet. Hit: 12 (1d8 + 8) Slashing damage. Kharhaz hits a creature with this weapon, he can force the creature to make a Constitution saving throw (DC 17). On a failed save, the creature has the Prone condition. Once per turn when Kharhaz hits a creature, he can reduce the Speed of that creature by 10 feet until the start of Kharhaz’s next turn.


BONUS ACTIONS

Rage (5/Long Rest). Kharhaz enters Rage if he isn’t wearing Heavy armor. Rage lasts until the end of his next turn, ending early if he dons Heavy armor or has the Incapacitated condition. If his Rage is still active, Kharhaz can extend his Rage by doing one of the following: make an attack roll against an enemy, force an enemy to make a saving throw, or take a Bonus Action to extend his Rage. Each time the Rage is extended, it lasts until the end of Kharhaz’s next turn. He can maintain a Rage for up to 10 minutes. While active, his Rage follows the rules below.

  • Damage Resistance. Kharhaz has Resistance to Bludgeoning, Piercing, and Slashing Damage.
  • Frenzy. If Kharhaz uses Reckless Attack while Rage is active, he deals an additional 3d6 damage (the same damage type as the weapon or Unarmed Strike used) to the first target he hits on his turn with a Strength-based attack.
  • Instinctive Pounce. As part of the Bonus Action Kharhaz takes to enter his Rage, he can move up to half your Speed.
  • Mindless Rage. While his Rage is active, Kharhaz has Immunity to the Charmed and Frightened conditions. If he’s Charmed or Frightened when entering his Rage, the condition ends on Kharhaz.
  • No Concentration or Spells. Kharhaz can’t maintain Concentration or cast spells.
  • Rage Damage. When Kharhaz makes an attack using Strength and deal damage, he gains a +3 bonus to damage.
  • Relentless Rage. If Kharhaz drops to 0 HP while Raging and doesn’t die outright, he can make a DC 10 Constitution saving throw. If Kharhaz succeeds, his Hit Points instead becomes 24. Each subsequent use of this feature increases the DC by 5. After Kharhaz finishes a Short or Long Rest, the DC resets to 10.
  • Strength Advantage. Kharhaz has Advantage on Strength checks and saving throws.

Tremorsense (4/Long Rest). Kharhaz gains Tremorsense with a range of 60 feet for 10 minutes. He must be on or touching a natural or worked stone surface to use this Tremorsense.


REACTION

Retaliation. Trigger: When Kharhaz takes damage from a creature that is within 5 feet of him. Response: Kharhaz can make one melee attack against that creature, using a weapon or an Unarmed Strike.

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