5e SRD >Creatures >

Elite Klaven Constable

Medium humanoid (klaven), lawful evil

Armor Class 18 (synth plate)
Hit Points 187 (25d8 + 75)
Speed 20 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) 8 (-1) 10 (+0) 12 (+1)

Saving Throws Dex +6, Con +7
Condition Vulnerabilities malign influence
Skills Acrobatic +6, Intimidation +5, Perception +8, Survival +10
Senses darkvision 60 ft.; passive Perception 18
Languages Common, Ultari
Challenge 12 (8,400 XP)

SPECIAL TRAITS

  • Ambidextrous. When wielding two melee weapons the klaven gains +1 to AC and +1 to Attack and Damage rolls (included).
  • Cybernetic. As a manufactured creature of steel and technology the klaven gains +1 to AC, darkvision, the converted host trait, nanite exchange trait, cybernetic claw attack and the energy modulation reaction. However, the conversion also adds substantial weight to the original creature reducing the creatures speed by 10 feet.
  • Deadeye. As a bonus action, the klaven can add 1d10 to its next attack or damage roll with a ranged weapon.
  • Evasion. If the klaven is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the klaven instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Klaven Traits. The klaven constable has all the traits of a klaven.

ACTIONS

  • Multiattack. The klaven makes three attacks with its psychokinetic shortspear and one with its stun baton. Cybernetic Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 2) slashing damage. These weapons are considered adamantine for the purposes of overcoming damage resistances and immunities.
  • Psychokinetic Shortspear. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 + 5) piercing damage and 2 (1d4) psychic damage.
  • Stun Baton. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) thunder or lightning damage. On a critical hit the stun baton does 23 thunder or lightning damage. The target must succeed at a DC 23 Constitution saving throw or be stunned until the end of its next turn.

REACTIONS

  • Energy Modulation (1/Day). As a reaction, when a klaven takes radiant or necrotic damage it may convert that damage to healing. This lasts until the start of the klaven’s next turn.
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Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham