THE SHARED REFERENCE Adventurer

Monster

Kelubar Consul

Outside your table’s allowed sources

Official reference · MaBJoV · 2014

Creature type
Fiend
Size
Medium
Armor class
17 (natural armor)
Hit points
97 (13d8 + 39)
Speed
Walk 30 ft., Fly 60 ft.
Challenge rating
11
Alignment
Neutral Evil
Strength
20
Dexterity
13
Constitution
17
Intelligence
14
Wisdom
15
Charisma
18
Passive Perception
12
Saving Throws
str: +9; con: +7; cha: +8
Skills
athletics: +9; insight: +6; persuasion: +8
Senses
darkvision 120 ft.
Languages
Abyssal, Common
Resistances
cold, fire, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks that aren't silvered; cond: True
Immunities
acid, poison
Condition Immunities
poisoned

Traits

Devil's Sight

Magical darkness doesn't impede the kelubar's darkvision.

Freedom of Movement

The kelubar is unaffected by difficult terrain, and spells and other magical affects don't reduce its speed or cause it to be paralyzed or restrained. If the kelubar spends 5 feet of movement is automatically escapes from nonmagical restraints or a creature that has it grappled. It is also able to move underwater with no movement or attack penalties.

Keen Smell

The kelubar has advantage on Wisdom (Perception) checks that rely on smell.

Magic Resistance

The kelubar has advantage on saving throws against spells and other magical effects.

Magic Weapons

The kelubar's weapon attacks are magical.

Reckless

At the start of its turn, the kelubar can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Sneak Attack (1/Turn)

The kelubar deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the kelubar that isn't incapacitated and the kelubar doesn't have disadvantage on the attack roll.

Stench

Any creature that is not a demodand and starts its turn within 30 feet of the kelubar must succeed on a DC 16 Constitution saving throw or or have the poisoned condition for 1 minute. On a successful saving throw, the creature is immune to the stench of this kelubar for 1 hour.

Actions

Multiattack

The kelubar makes one Bite attack and three Claws attacks.

Bite

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) acid damage.

Claws

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 7 (2d6) acid damage.

Bonus actions

Summon Demodand (1/Day)

The kelubar rolls a d6. A result of 1-2 summons in two allied farastu stalkers, a result of 3-4 summons in one allied kelubar consul.

Reactions

Impossible Dodge

When an attacker that the kelubar can see hits it with an attack, the kelubar can use its reaction to halve the attack's damage.

Spellcasting

The kelubar casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):

At will: clairvoyance, detect magic, fear, invisibility (self only), spider climb, tongues

2/day each: dispel magic, fog cloud

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