Klaven Mindhunter

Medium humanoid (klaven), lawful evil

Armor Class 17 (hide)
Hit Points 163 (25d8 + 50)
Speed 20 ft.

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

Saving Throws Dex +6, Con +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities frightened
Skills Acrobatic +6, Intimidation +5, Perception +8, Survival +10
Senses darkvision 60 ft.; passive Perception 18
Languages Common, Ultari
Challenge 9 (5,000 XP)

SPECIAL TRAITS

  • Ambidextrous. When wielding two melee weapons the klaven mindhunter gains +1 to AC and +1 to Attack and Damage rolls (included).
  • Cybernetic. As a manufactured creature blending biological and bionic enhancements, the klaven mindhunter 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 mindhunter can add 1d10 to its next attack or damage roll with a ranged weapon.
  • Evasion. If the klaven mindhunter is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the klaven mindhunter instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Klaven Traits. The klaven mindhunter has all the traits of a klaven.

ACTIONS

  • Multiattack. The Klaven mindhunter makes three attacks with its psychokinetic shortspear and one with its stun baton. It can replace one attack with either of these weapons with an attack using its cybernetic claws.
  • 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.
Section 15: Copyright Notice

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

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