Kho, The Many-Armed Ape-God
Huge beast, chaotic neutral
- Armor Class 20 (natural armor)
- Hit Points 377 (26d12 + 208)
- Speed 50ft., climb 50ft.
STR DEX CON INT WIS CHA 27 (+8) 15 (+2) 26 (+8) 13 (+1) 15 (+2) 21 (+5)
- Saving Throws Str +16, Dex +10, Wis +10
- Skills Athletics +24, Perception +18
- Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses darkvision 120 ft.
- Languages Giant Ape, telepathy 120 ft.
- Challenge 25 (75,000 XP)
Legendary Resistance (3/Day) If Kho fails a saving throw, he can choose to succeed instead.
Magic Resistance Kho has advantage on saving throws against spells and other magical effects
Magic Weapons Kho's weapon attacks are magical.
Resident Of The Forest Walking through difficult terrain does not cost extra movement for Kho.
Actions
Multiattack. Kho can use its War Song. He then makes four claw attacks, each of which he can replace with one use of his Crush or Throw.
Claw Attack. Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 17 (2d8 + 8) slashing damage, and the target is grappled (escape DC 18). Until this grapple end the target is restrained. Kho has four arms, each of which can grapple one target.
Crush. Melee Weapon Attack: +16 to hit, one target Kho has grappled. Hit 21 (2d12+8) bludgeoning damage.
Throw. One Large or smaller object held or creature grappled by Kho is thrown up to 60 feet in a direction determined by Kho and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
War Song. At the start of Kho's turn, he can use one of the following effects:
- 1. Stunning Chest-Beating. Each creature of Kho's choice that is within 60 feet of Kho and that can hear him must succeed on a DC 20 Wisdom saving throw or become stunned 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 Kho's Stunning Chest-Beating for the next 24 hours.
- 2. Disorienting Chest-Beating. Each creature of Kho's choice that is within 60 feet of Kho and that can hear him must succeed on a DC 20 Wisdom saving throw. On a failed save, a creature has disadvantage on all weapon attack rolls until the end of its next turn.
- 3. Empowering Chest-Beating. Each creature of Kho's choice that is within 60 feet of Kho and that can hear him gains resistance to bludgeoning, piercing and slashing damage until the start of Kho's next turn.
Kho must have at least two free hands to use his War Song feature.
Legendary Actions
Kho can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Kho regains spent legendary actions at the start of his turn.
Charge. Kho moves up to his speed.
Claw Attack, Crush or Throw. Kho makes one claw attack or uses his crush or throw.
Summon Giant Apes (Costs 2 Actions). Kho summons 1 giant ape. The giant ape appears in an unoccupied space within 60 feet of Kho and act as Kho's ally. The giant ape remains until Kho dies or until he dismisses it as an action.
Hollow of Kho
The Many-Armed Ape-God Kho resides in a massive tree. The tree seems to have a will of its own and it can be just as dangerous as the God it is tied to.
Lair Actions
When fighting in his lair, Kho can use the innate magic of his surrounding to take lair actions. On initiative count 20 (llosing initiative ties), Kho can take one lair action to cause one of the following effects:
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The roots of the tree within 120 feet start to sprout spontaneously; that area is difficult terrain until initiative count 20 on the next turn.
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The magic of this hollow ground empower Kho further, growing an additional pair of arms. Kho can make two additional claw attacks this until initiative count 20 on the next turn.
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The branches of the tree lash our furiously at anyone trying to harm Kho or his allies. A creature of Kho's choice that he can see must make a DC 18 Dexterity saving throw. If it fails it is pushed back 20 feet and knocked prone.
Kho can't repeat an effect until they have all been used, and he can't use the same effect two rounds in a row.
Regional Effects
The hollow ground of Kho and the region surrounding it is constantly under his divine influence, which creates one or more of the following effects:
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Creatures within 1 mile of Kho's hollow ground can constantly hear the sound of drums beating rhytmically, getting louder the closer you get to the hollow ground.
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When Kho is asleep everyone within 1 mile occasionally sees parts of his dreams during his younger days. Like visions they appear and disappear with no clear rhyme or reason.
If Kho dies, these effects fade over the course of 1d10 days.