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Homebrew

Koongon the Powerful

Small Simian (Aye-Aye, Tribal Chief, Chaotic Neutral

Armor Class 17 (chitin breastplate)
Hit Points 104
Speed: 35 ft Swim: 18 ft Climb: 30 ft

STR

16
( +3 )

DEX

17
( +3 )

CON

12
( +1 )

INT

10
( +0 )

WIS

18
( +4 )

CHA

16
( +3 )

Saving Throws Wis +7, Cha +8
Skills Acrobatics +6, Investigation +3, Insight +7, Medicine +7, Persuasion +6, Survival +7
Senses passive Perception 14
Languages Ape
Challenge Rating 3
Proficiency Bonus +3

Description

Koongon the Powerful is the aye-aye chief of the Red Hand Tribe, the ape tribe which has been threatening Fort Shadow-Fang.

Ideals

Koongon is not afraid of a fight, but also values intellect, knowing which fights to take and which to avoid.

Bonds

Koongon is known as a great leader by his tribe. Every decision he makes is for the future of the tribe.

Flaws

Koongon has little formal education, being a tribal leader. He has little care for the world outside his tribe, even if that knowledge could benefit him.

Spellcasting. Koongon the Powerful is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +6 to hit with spell attacks). Koongon has the following spells prepared:   Cantrips (at will): thorn whip, thunderclap   1st level (4 slots): cure wounds, faerie fire   2nd level (3 slots): healing spirit, lesser restoration   3rd level (3 slots): erupting earth  


Fight or Flight (1/day). Koongon can choose to increase his walking speed to 50ft and his climbing speed to 40ft for 1 turn at the cost of rolling disadvantage on all attack rolls for the next 3 turns.   Low Intelligence. Koongon has disadvantage on all intelligence saving throws, but gains advantage on all strength saving throws.

Actions

Greatclub. Melee Weapon Attack: +6 1d20+6 to hit, reach 5ft, one target. Hit: 7 (1d8+3) 1d8+3 bludgeoning damage.   A Nasty Surprise (1/day). Koongon can attempt to throw his poop at a target (range 15/45). He adds his Dexterity modifier to his attack roll. Targets hit by the attack take 1d4 1d4 poison damage are disoriented for 2 turns, rolling disadvantage on all attack rolls. The target can spend an action cleaning themselves and removing the effect for the next turn. Additionally, if Koongon is carrying any disease, that disease will be spread to the target within reason.   Leadership (1/day). For 1 minute, Koongon can utter a special command or warning whenever a nonhostile creature that they can see within 30ft of him makes an attack roll or saving throw. That creature can add 1d4 to its roll provided it can hear and understand the matron. A creature can benefit from only one Leadership die at a time. This effect ends if Koongon is incapacitated.

Reactions

Parry. Koongon adds 2 to his AC against one melee attack that would hit him. To do so, the chief must see the attacker and be wielding a melee weapon.


Created by

spywilliam123.

Statblock Type

NPC Sheet

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