Dungeon23, March Day 8

 This hallway leads to danger from all sides!


Area 17

This hallway is brightly illuminated by a pair of everburning torches.

Creature: A kirk is stationed in the rounded alcove at the center of this hall. If they see an intruder, they shout out an alarm before engaging in melee.


Kirk

Medium humanoid (any), lawful evil

Armor Class 18 (plate)

Hit Points 52 (8d8+16)

Speed 30 ft.

Str 16 (+0) Dex 11 (+0) Con 14 (+2)

Int 11 (+0) Wis 11 (+0) Cha 15 (+2)

Saves Con +4, Wis +2

Senses passive Perception 10

Languages Common, Infernal

Challenge 3 (700 xp); Prof. Bonus +2

Brave. The kirk has advantage on saving throws against being frightened.

ACTIONS

Multiattack: The kirk makes two melee attacks.

Greatsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.

Heavy Crossbow: Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Leadership (Recharges after a Short or Long Rest): For 1 minute, the kirk can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the kirk. A creature can benefit from only one Leadership die at a time. This effect ends if the kirk is incapacitated.

REACTIONS

Parry: The kirk adds 2 to its AC against one melee attack that would hit it. To do so, the kirk must see the attacker and be wielding a melee weapon.



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