Golite, Kandor (Lesser)

Family: Golite

Medium fiend (golite, shapechanger), chaotic evil

Armor Class 12 (14 in Kandor or Hybrid Form)
Hit Points 30 (4d8 + 12)
Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 12 (+1)

Skills Acrobatics +4, Athletics +3, Deception +3, Perception +2, Religion +1, Stealth +4
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common, Infernal
Proficiency Bonus +2
Challenge 2 (450 XP)

SPECIAL TRAITS

  • Kandor Fortitude. If damage reduces the kandor to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the kandor drops to 1 hit point instead.
  • Kandor Rot. The cursed target’s hand become infected, suffering 3 (1d6) necrotic damage at the start of each of the cursed creature’s turns. Applying slashing damage to the wound before the end of the cursed creature’s next turn deals the slashing damage directly to the host and stops the infestation, severing the hand and turning it into an akateko. If the curse reduces the target’s hit point maximum to 0, the target dies, and rises as a lesser kandor. The curse lasts until removed by the remove curse spell or other magic.
  • Loathsome Limbs. Whenever the kandor takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it:
  • Shapechanger. The kandor can use its action to polymorph into a humanoid or a hybrid, or back into its true form, which is a fiend. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
  • Sunlight Sensitivity. While in sunlight, the kandor has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Swallow Soul. As a bonus action, the kandor can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 13 Constitution saving throw against this magic or die. If the target dies, the kandor regains 10 (3d6) hit points and the creature reanimates as a lesser kandor 1 round later.
d20 Result
1–8 One leg is severed from the kandor if it has any legs left.
9–16 One arm is severed from the kandor if it has any arms left.
17–20 The kandor is decapitated.

If the kandor is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the kandor’s initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the kandor’s hit points. A severed leg is unable to attack and has a speed of 5 feet. A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll. Each time the kandor loses an arm, it loses a claw attack. If its head is severed, the kandor loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack, but only against a target in its space. The kandor’s speed is halved if it’s missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0 feet, and it can’t benefit from bonuses to speed.

ACTIONS

  • Multiattack. The kandor makes two melee attacks.
  • Bite (Kandor Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with kandor rot.
  • Claw (Kandor or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) slashing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with kandor rot.
  • Slam (Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) bludgeoning damage.

REACTIONS

  • Unnerving Mask (Humanoid Form Only). When a creature the kandor can see starts its turn within 30 feet, the kandor can create the illusion that it looks its original uncursed body, begging for mercy. If the creature can see the kandor, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of its turn.

ABOUT

This enormously fat fiend looks like it is made up of dozens of arms wrapped around itself. Gutlords are endlessly hungry demons composed of many arms that they continually sprout from their bodies, seeking to stuff their central maw. They are always on the hunt for someone to eat, and the more they eat, the bigger they get, adding more arms to their bulk. They are Beelzebub’s chief enforcers, and regularly patrol the circle to find wiggling gluttonous souls for their master to eat. Their long reach makes them particularly suited to retrieving escapees, even if they occasionally sneak a bite for themselves.

Kandors come in two forms, the lesser and greater. All are thoroughly mad and exhibit a feral cunning. Their ability to infect others makes them particularly dangerous for non-fiends, and occasionally find their way to the Prime Plane to wreak havoc. Lesser kandor are endlessly hungry fiends harvested from Golus for the express purpose of swallowing souls. This need to consume drives them mad with hunger, a need they can never sate as they ceaselessly try to eat more and more souls to fill their bottomless pits. Greater kandors are smarter than their lesser brethren and aren’t afraid to hide their true nature, switching back and forth as need be to convince their prey that they are harmless. If pushed, they can transform into a terrifying monstrosity with a long, prehensile neck.

Section 15: Copyright Notice

5E Foes: Infernal Bestiary. Copyright 2019, Mal and Tal Enterprises, LLC; Author Michael J. Tresca

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