5th Edition Kalaraq Quori

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5th Edition Kalaraq Quori

Post by AvonRekaes » Tue Mar 28, 2017 2:39 am

And now the grand-daddy of quori, the Kalaraq. This one's stat block is pretty huge but I think that's alright. While they aren't legendary creatures, they're definitely boss monsters and I think this level of complexity is about right for an adventure-ending boss.

QUORI, KALARAQ
Kalaraq quori are the most powerful of their kind, serving the Darkness the Dreams directly. Their plots and plans are kept secret to all but their most trusted minions.

KALARAQ
Medium fiend (quori), lawful evil
Armor Class 18 (mage armor)
Hit Points 218 (23d8 + 115)
Speed fly 60 ft. (hover)
[b]_STR_[/b]|[b]_DEX_[/b]|[b]_CON_[/b]|[b]_INT_[/b]|[b]_WIS_[/b]|[b]_CHA_[/b] 1 (-5)|21 (+5)|20 (+5)|23 (+6)|25 (+7)|24 (+7)
Saving Throws Con +11, Wis +13, Cha +13
Skills Arcana +12, Deception +19, History +12, Insight +19, Intimidate +19, Perception +19, Persuasion +19, Stealth +11
Damage Immunities necrotic, psychic
Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing damage from nonmagical attacks
Condition Immunities charm, frightened; in swarm form only: paralyzed, petrified, prone, restrained, stunned.
Senses truesight 120 ft., passive Perception 29
Languages all, telepathy 500 ft.
Challenge 20 (25,000 XP)

Magic Resistance. The kalaraq has advantage on saving throws against spells and other magical effects (including psionics).

Nightmare Awareness. Magic can't put the kalaraq to sleep.

Focused Mind Seed (Recharged after Long Rest). The kalaraq can completely overwrite a target's personality with its own. As an action, one creature the kalaraq touches must make a DC 21 Charisma saving throw or be infected by the mind seed. If the save fails, over the course of one week the target slowly acts more and more like the kalaraq. The target can repeat the saving throw at the end of the week, and if this second save succeeds the target returns to its normal mental state. If the second save fails, the target's original personality is permanently lost; its mind becomes a complete mirror of the kalaraq's psyche. The target's alignment becomes lawful evil and it gains access to all the memories the kalaraq had at the time it used this ability on the target. The target retains its own statistics, including level and class, but now acts according to its new nature. A permanently altered target can only be returned to its normal self if it is first incapacitated and a wish spell is cast to return its original personality.

Innate Spellcasting (Psionic). The kalaraq's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no components:

At will: bestow curse, calm emotions, charm, dispel magic, divine word, mage armor, magic missile (9th level, 11 missiles), teleport
3/day each: cone of cold (9th level, 54 (12d8), fire, lightning, cold, or thunder damage), confusion, feeblemind, power word kill
1/day each: mind blank (self only)

Incorporeal Movement. The kalaraq can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn in side an object.

Regeneration. The kalaraq regains 30 hit points at the start of its turn if it isn't in sunlight. If the kalaraq takes radiant damage this trait doesn't function at the start of the kalaraq's next turn. The kalaraq is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.

Spying Eyes. A kalaraq can send its many eyes to scout and spy at a distance. This effect is similar to the arcane eye spell except the range is 1 mile, the duration is unlimited, and the eyes can see with the kalaraq's truesight. A kalaraq can send out up to 20 spying eyes at a time, and it can recall an eye as an action.

Swarm of Eyes. As an action, the kalaraq can transform into a Large swarm of Fine eyes. In this form, the kalaraq can occupy another creature's space and vice versa, and the kalaraq can move through any opening large enough for a Fine eye. In this form, the kalaraq deals 10 (1d6 + 7) necrotic damage to each creature in its space at the end of its turn, but cannot make Soul Bind attacks. It loses its Regeneration trait and can't regain hit points or gain temporary hit points, but it gains damage resistance to all bludgeoning, piercing, and slashing damage (even from magical sources) and gains immunity to the following conditions: paralyzed, petrified, prone, restrained, stunned. It has full access to any other abilities, such as its innate spellcasting.

Malleable Form. The kalaraq can use its action to change its shape into any Small or Medium creature, including weapons, armor, clothing, or other details approrpiate to its new form. Most kalaraqs prefer a humanoid form. A kalaraq does not have a true shape, this change is a physical rearrangement of its body. Truesight reveals that whatever form it currently is in is made of a mass of hundreds of shadowy eyes. Each form lasts until the kalaraq takes an action to change it. Its statistics, other than its size, are the same in each form. Any actual equipment it is wearing or carrying isn't transformed. If the kalaraq dies its form disperses into a pile of dead eyes.

Night Terrors. This ability functions as the invade dreams ability of other quori (see the Tuscora quori for full description) with the following additions:
The Wisdom saving throw to resist this ability is DC 21. If the kalaraq sends a monstrous messenger, then on a Wisdom saving throw failure the target takes 45 (13d6) psychic damage. The kalaraq regains the use of this ability after a short rest.

Quori Possession (Recharge after a Long Rest). See the Tuscora quori for the full description of this ability.

ACTIONS
Soul Bind. Melee Spell Attack: +14 to hit, reach 10 ft., one creature. Hit: 21 (4d6 + 7) necrotic damage, the target's Wisdom score is reduced by 3 (1d4 + 1), and the target must succeed on a DC 21 Charisma saving throw of be affected as if by the confusion spell.
If this reduces the target's Wisdom to 0, the target dies and its soul is bound to one of the kalaraq's many eyes. Even if the target is projecting to Dal Quor in a dream, its soul is torn from its body and it dies. Until the kalaraq is destroyed, a target that died due to this ability cannot be returned to life through any means. In addition, the kalaraq gains access to all of the memories of the target (though its statistics do not change). It also gains advantage on any ability checks to disguise or pass itself off as the target.
Avon Rekaes - Planes Wanderer
The Wayfinder Foundation of Khorvaire: 5th Edition and Pathfinder Eberron conversions.

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Re: 5th Edition Kalaraq Quori

Post by AvonRekaes » Tue Mar 28, 2017 6:09 am

As discussed in the Tuscora quori thread, I'm thinking of changing up how quori possession works. The below kalaraq-possessed assassin is built with the new method.

KALARAQ-POSSESSED ASSASSIN
Kalaraq quori rarely possess mortal vessels, considering the slower flow of time on the material plane to be a liability to their plans. When they do, however, they have specially prepared vessels that excel at the talents they require for a specific mission, so their objectives are completed as quickly and efficiently as possible. This assassin of the Dreaming Dark is ready to change the political landscape of Khorvaire with one well placed blade or blast of psychokinetic energy.

KALARAQ-POSSESSED ASSASSIN
Medium humanoid (human), lawful evil
Armor Class 16 (mage armor)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
_[b]STR[/b]_|_[b]DEX[/b]_|_[b]CON[/b]_|_[b]INT[/b]_|_[b]WIS[/b]_|_[b]CHA[/b]_ 11 (+0)|16 (+3)|14 (+2)|23 (+6)|25 (+7)|24 (+7)
Saving Throw Dex +10, Int +12
Skills Acrobatics +10, Arcana +12, Deception +23, History +12, Insight +19, Intimidate +19, Perception +17, Persuasion +19, Stealth +13
Damage Resistances poison
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 27
Languages all, telepathy 500 ft.
Challenge 10 (5,900 XP)

Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

Driven. The assassin can automatically gain advantage on any d20 roll once. It regains the use of this ability after a long rest.

Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Innate Spellcasting (Psionic).
The kalaraq's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no components:

At will: bestow curse, calm emotions, charm, dispel magic, divine word, mage armor, magic missile (9th level, 11 missiles), teleport
3/day each: cone of cold (9th level, 54 (12d8) fire, lightning, cold, or thunder damage), confusion, feeblemind, power word kill
1/day each: mind blank (self only)

Nightmare Awareness. Magical darkness doesn't impede the assassin's vision, and magic can't put the assassin to sleep.

Quori Possessed. The assassin is possessed by a kalaraq quori spirit. It has advantage on all Charisma saves and uses the quori's proficiency bonus (+6) instead of its own, except for Deception, Perception, and Stealth checks where it adds both its own and the quori's proficiency bonus. It knows all the languages the quori knows, has telepathy 120 ft., shares the quori's immunity to the charmed and frightened conditions, and has the quori's innate spellcasting and nightmare awareness traits.
The possession lasts until the assassin is killed, the quori ends it as a bonus action, or the quori is turned or forced out by an effect like the dispel evil and good spell. If possession ends before the assassin is killed, it knows only Common, Goblin, and Thieve's Cant.

Sneak Attack (1/Turn). The assassin deals an extra 13 (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 feet of an ally of the assassin that is n't incapacitated and the assassin doesn't have disadvantage on the attack roll.

ACTIONS
Multiattack. The assassin makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much on a successful one.

Light Crossbow. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much on a successful one.
Avon Rekaes - Planes Wanderer
The Wayfinder Foundation of Khorvaire: 5th Edition and Pathfinder Eberron conversions.

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