19 (+1 plate)
135 (18d8 + 54)
walk 30 ft.
Wis +5, Cha +7 (+3 on all saving throws from Aura of Protection)
Athletics +9, Intimidation +7, Perception +5
Psychic
Poison
Poisoned, Frightened
darkvision 60 ft.
Common, Deep Speech, Draconic, Telepathy (one-way, 120 ft.)
11
Krasnar Azennar is a 11th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Krasnar Azennar has the following paladin spells prepared: • 1st level (4 slots): command, cure wounds, divine favor, shield of faith* • 2nd level (3 slots): aid*, branding smite, lesser restoration, • 3rd level (3 slots): dispel magic Krasnar Azennar is a 3rd-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Krasnar Azennar knows the following warlock spells: • Cantrips (at will): eldritch blast, true strike • 1st-2th level (2 2nd level slots): blindness/deafness, mirror image*, protection from evil and good, ray of enfeeblement *Krasnar Azennar casts these spells on himself before combat.
Krasnar Azennar has two additional tentacle limbs that he can use to manipulate objects within a reach of 5 feet. He is considered to be proficient with these tentacles when making unarmed attacks with them. He can attack with both tentacles as a bonus action. Each hit with a tentacle causes 9 (1d8 + 5) bludgeoning damage.
Krasnar Azennar is considered an aberration type creature for the purposes of determining effects but otherwise retains his original creature type.
. Krasnar Azennar has resistance to psychic damage and advantage on saving throws against being charmed. Krasnar Azennar is immune to madness and spell effects that provoke uncontrolled action (such as confusion).
Each creature of Krasnar Azennar's choice that is within 10 feet of him and aware of him must succeed on a DC 15 Wisdom saving throw or become frightened 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.
Whenever Krasnar Azennar or a friendly creature within 10 feet of him must make a saving throw, the creature gains a bonus to the saving throw equal to Krasnar Azennar's Charisma modifier of +2. Krasnar Azennar must be conscious to grant this bonus.
Krasnar Azennar is immune to disease.
When Krasnar Azennar rolls a 1 or 2 on a damage die for an attack he makes, he can reroll the die and must use the new roll.
Krasnar Azennar can magically polymorph into a small or medium humanoid for one hour. His statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he dies.
Krasnar Azennar can magically transmit simple messages and images to any creature within 120 ft. of him that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.
When Krasnar Azennar hits a creature with a melee weapon attack, he can expend one spell slot to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is 9 (2d8) for a 1st-level spell slot, plus 4 (1d8) for each spell level higher than 1st. The damage increases by 1d8 if the target is a paladin or celestial.
Krasnar Azennar has disadvantage on Charisma (Persuasion) skill checks.
Krasnar Azennar makes two attacks with his glaive and two attacks with his tentacles, or two attacks with his glaive and casts a spell.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) slashing damage plus 4 (1d8) necrotic damage.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage.
Ranged Weapon Attack: +6 to hit, reach 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Krasnar Azennar can detect evil forces. Until the end of its next turn, Krasnar Azennar knows the location of any celestial, fiend, or undead within 60 feet of it that is not behind total cover. It knows the type (celestial, fiend, or undead) of any being whose presence he senses, but not its identity. Within the same radius, Krasnar Azennar also detects the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
Krasnar Azennar can touch a creature and draw power from his pool of 55 hit points to cause necrotic damage to a creature touched, up to the maximum amount remaining in its pool. This feature has no effect on undead and constructs.