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Xhkarsh

Large · Aberration · CR 9 · Neutral Evil

Armor Class
18 (natural armor)
Hit Points and Hit Dice
171 (18d10 + 72)
Challenge Rating CR
9

Ability Scores

Core attributes and their modifiers.

STR
17
+3
DEX
19
+4
CON
18
+4
INT
15
+2
WIS
16
+3
CHA
15
+2

Overview

Category Monsters
Size Large
Type Aberration
Alignment Neutral Evil
XP 5000
Initiative Bonus +4

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Tremorsense 120 ft (36.6 m)
Passive Perception 17

Saving Throws

Charisma +6

Skills

Insight +7 Perception +7 Stealth +8

Languages

Common, Deep Speech, Undercommon, telepathy 60.0 ft (18.3 m).

Traits

Corruption’s Bond

The xhkarsh ignores the range restriction on its telepathy when communicating with a creature whose fate it has corrupted. In addition, it can pinpoint the location of any such creature, as well as sense the creature’s general state of health. These effects function even if the xhkarsh and the creature are on different planes of existence.

Interdimensional Nature

The xhkarsh doesn’t require air, food, drink, sleep, or ambient pressure.

Actions

Claw

+8 to hit, reach 5 ft (1.5 m). Hit: 2d8+4 plus 2d8 poison damage.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 9 (2d8) poison damage.

Fate-Altering Stinger

+8 to hit, reach 5 ft (1.5 m). Hit: 2d10+4 piercing damage.

Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 16 Charisma saving throw or have its fate corrupted. A creature with corrupted fate has disadvantage on Charisma checks and Charisma saving throws, can't be targeted by any divination magic, can't be perceived through magical scrying sensors, and is immune to any effect that would sense its emotions or read its thoughts. The target's fate can be restored, ending the corruption and breaking the xhkarsh's magical tie to the target, by a dispel evil and good spell or similar magic.

Invisibility

The xhkarsh magically turns invisible until it attacks or uses Seize Strand, or until its concentration ends (as if concentrating on a spell). Any equipment the xhkarsh wears or carries is invisible with it.

Multiattack

The xhkarsh makes two Claw attacks and one Fate-Altering Stinger attack.

Seize Strand

One creature whose fate is corrupted by this xhkarsh must succeed on a DC 16 Charisma saving throw or be affected by the geas spell for 8 hours. While under the geas, the affected creature must perform a specific, seemingly minor task that furthers the decades-long goals of the xhkarsh. Such a task could be writing a letter to a specific person, damaging a seemingly random piece of equipment, or speaking a specific sentence to a particular person. The xhkarsh can use Seize Strand on a particular creature no more than once every 24 hours, regardless of success or failure on the saving throw.

About Xhkarsh

Xhkarsh is a large aberration with a Challenge Rating of 9. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 18 and possesses 171 hit points (derived from 18d10 + 72).

Xhkarsh has communication capabilities including Common, Deep Speech, Undercommon, telepathy 60 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Xhkarsh

1 tips available

When using Xhkarsh in your D&D 5e campaign, consider these tactical approaches:

  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Xhkarsh

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 9.

Solo Encounter:

A single character of level 12 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 9,000 XP
  • Hard: 13,500 XP
  • Deadly: 18,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Xhkarsh?
Xhkarsh has a Challenge Rating of 9, making it appropriate for parties of level 9.0.
What type of creature is Xhkarsh?
Xhkarsh is a Large Aberration, which affects how certain spells and abilities interact with it.
What languages does Xhkarsh speak?
Xhkarsh can communicate in Common, Deep Speech, Undercommon, telepathy 60 ft..

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