Cyborg Khagan
Medium humanoid (kaleesh), neutral dark
- Armor Class 17 (natural armor)
- Hit Points 133 (11d8+22)
- Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA 23 (+6) 16 (+3) 14 (+2) 14 (+2) 10 (+0) 10 (+0)
- Saving Throws Str +11, Dex +8, Con +7
- Skills Athletics +11, Intimidation +5, Perception +5, Stealth +8
- Damage Vulnerabilities ion
- Damage Resistances energy, kinetic, necrotic, poison, psychic
- Condition Immunities poisoned
- Senses Darkvision 60 ft., passive Perception 15
- Languages Galactic Basic, Huttese, Kaleesh, Pak Pak
- Challenge 15 (13,000 XP)
Legendary Resistance (3/day). If the cyborg khagan fails a saving throw, it can choose to succeed instead.
Jedi Slayer. The cyborg khagan has advantage on saving throws against force powers cast by enemies within 5 feet of it. When the cyborg khagan damages an enemy character, they have disadvantage on Concentration saving throws to maintain their force powers.
Wrathful Combatant. The cyborg khagan's melee attacks deal +3 damage (included in the attack). Additionally, the cyborg khagan has advantage on all Strength checks and saving throws as long as he is not incapacitated.
Relentless (Recharges after a Short or Long Rest). When the cyborg khagan is reduced to 0 hit points, it is reduced to 1 hit point instead.
Reckless. At the start of its turn, the cyborg khagan can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
More Machine than Man. The cyborg khagan has disadvantage on saving throws against effects that would deal ion or lightning damage.
Cowardice. While cyborg khagan has less than half its hit points remaining, it can take the Dash or Disengage actions as a Bonus action on each of its turns. Additionally, it has advantage on all Dexterity (Stealth) and Dexterity (Acrobatics) checks.
Actions
Multiattack. On each of his turns, cyborg khagan can use Crush Them!, Frightful Presence, or Whirling Advance and then make two weapon attacks; or he may make four weapon attacks.
Lightsaber. Melee Weapon Attack. +11 to hit, reach 5 ft., one target. Hit: 18 (2d8+9) energy damage.
Slam. Melee Weapon Attack.+11 to hit, reach 5 ft., one target. Hit: 16 (2d6+9) kinetic damage.
Heavy Blaster Pistol. Ranged Weapon Attack. +8 to hit, range 40/160 ft., one target. Hit: 7 (1d8+3) energy damage.
Crush Them!. The cyborg khagan can direct one of its allies to strike. When it does so, it chooses an ally within 30 feet who can see or hear it. That ally can immediately use its reaction to make one weapon attack.
Frightful Presence. Choose any number of characters within 80 feet. Creatures of the cyborg khagan's choice within 80 feet of it must make a DC 18 Wisdom saving throw or become frightened of the cyborg khagan for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours.
Whirling Advance. Whirling his blades, cyborg khagan advances with a shield of sparks and light. Choose a creature within 30 feet to make a DC 18 Dexterity saving throw. On a failure, the target creature is pushed 10 feet away and the cyborg khagan moves into the space the target creature previously occupied. This movement does not provoke opportunity attacks. Additionally, the cyborg khagan has advantage on his next attack against the target creature. On a success, cyborg khagan moves into a square adjacent to the target. Opportunity attacks made against the cyborg khagan that are triggered by this move have disadvantage.
Reactions
Parry. When cyborg khagan is hit by a creature while he is wielding one or more melee weapons, the cyborg khagan can use its reaction to reduce the damage taken by 20 (1d10+15). If the damage is reduced to 0, the cyborg khagan can make a Lightsaber attack against the attacker as part of this reaction.
Jedi Slayer. When a creature within 5 feet of the cyborg khagan casts a force power, the cyborg khagan use its reaction to make a melee attack against that creature.
Legendary Actions
The cyborg khagan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The cyborg khagan regains spent legendary actions at the start of its turn.
Weapon Attack. The cyborg khagan makes one weapon attack.
Move. The cyborg khagan can move up to its movement speed without provoking opportunity attacks.
Advanced Cybernetic Actions (Costs 2 Actions). The cyborg khagan can use either its Whirling Advance or Crush Them! actions.