Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Common, Deep Speech, Undercommon
Environments
Actions
Claw
+8 to hit, reach 5 ft (1.5 m). Hit: 2d6 slashing damage.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Invisibility
The xhkarsh turns invisible until it attacks or casts a spell, or until its concentration ends. Equipment the xhkarsh wears or carries becomes invisible with it.
Multiattack
The xhkarsh makes two claw attacks and two stinger attacks.
Seize Strand
The xhkarsh targets one creature within 5 feet of it whose fate has been corrupted. The target creature must succeed on a DC 15 Charisma saving throw or a portion of the xhkarsh's consciousness inhabits its body. The target retains control of its body, but the xhkarsh can control its actions for 1 minute each day and can modify its memories as a bonus action (as if using the modify memory spell, DC 15). The target is unaware of the xhkarsh's presence, but can make a DC 18 Wisdom (Insight) check once every 24 hours to notice the presence of the xhkarsh. This effect lasts until the xhkarsh ends it or the target's fate is restored by a dispel evil and good spell or comparable magic. A creature becomes immune to this effect for 24 hours when it succeeds on the saving throw to resist the effect or after the effect ends on it for any reason. A single xhkarsh can seize up to four strands at the same time.
Stinger
+8 to hit, reach 5 ft (1.5 m). Hit: 2d6 piercing damage.
Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage, and the target must succeed on a DC 15 Charisma saving throw or have its fate corrupted. A creature with corrupted fate has disadvantage on Charisma checks and Charisma saving throws, and it is immune to divination spells and to effects that sense emotions or read thoughts. The target's fate can be restored by a dispel evil and good spell or comparable magic.
About Xhkarsh
Xhkarsh is a large aberration with a Challenge Rating of 8. It has a neutral evil alignment.
In combat, this creature maintains an Armor Class of 19 and possesses 133 hit points (derived from 14d10+56).
Xhkarsh has communication capabilities including Common, Deep Speech, Undercommon. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Xhkarsh
1 tips available
GM Tips: Using Xhkarsh
When using Xhkarsh in your D&D 5e campaign, consider these tactical approaches:
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Climbing Advantage: This creature can climb at 30 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.
Player Guide: Facing Xhkarsh
1 strategies available
Player Guide: Facing Xhkarsh
When your party encounters this creature, keep these strategies in mind:
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Climbing Defense: This creature can climb at 30 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 8.
Solo Encounter:
A single character of level 11 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 7,200 XP
- Hard: 10,800 XP
- Deadly: 14,400 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Xhkarsh?
- Xhkarsh has a Challenge Rating of 8, making it appropriate for parties of level 8.0.
- 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.
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Related D&D 5e Content
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