Karkes, The Shackled King

Medium Undead, Neutral Evil

Armor Class 20 (natural armor)
Hit Points 157 (15d8 + 90)
Speed 0 ft.
STR
10 (+0)
DEX
10 (+0)
CON
22 (+6)
INT
18 (+4)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws Con +12, Wis +11, Cha +9
Skills Deception +9, Insight +11, Perception +11
Damage Vulnerabilities Bludgeoning, Fire
Damage Resistances Piercing, Slashing
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Truesight 120 ft., Passive Perception 21
Languages the languages he knew in life, Telepathy 120 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6

Creature Sense. Karkes is aware of creatures within 5 miles of him that have an Intelligence score of 4 or higher. He knows the distance and direction to each creature, as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.

Frost Aura. At the start of each of Karkes' turns, each creature within 60 feet of him takes 10 (3d6) cold damage. A creature that touches Karkes or hits him with a melee attack while within 5 feet of it takes 10 (3d6) cold damage.

Frostbite. Cold damage dealt by Karkes bypasses cold resistance and deals half damage to creatures that are immune to cold damage.

Legendary Resistance (3/Day). If Karkes fails a saving throw, he can choose to succeed instead.

Magic Resistance. Karkes has advantage on saving throws against spells and other magical effects.

Telepathic Medium. Karkes can use his telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. Once the connection is made, Karkes can speak to the creature at any distance, so long as they are on the same plane as Karkes.

Regeneration. Karkes regains 20 hit points at the start of his turn. If Karkes takes radiant or fire damage, this trait doesn't function at the start of Karkes' next turn. Karkes dies only if he starts his turn with 0 hit points and doesn't regenerate.

Actions


Multiattack. Karkes makes two attacks with his frost chains.

Frost Chains. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 14 (4d6) cold damage.

Frightful Presence. Each creature of Karkes' choice that is within 120 feet of Karkes and aware of him must succeed on a DC 17 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Karkes' Frightful Presence for the next 24 hours.

Inflict Misery. Karkes drudges up the terrible memory in the mind of a creature within 120 feet of him. That creature must make a DC 19 Wisdom saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one.

Legendary Actions


Karkes 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. Karkes regains spent legendary actions at the start of his turn.

Anguish. Karkes uses Inflict Misery.

Spiteful Gaze. Karkes fixes its gaze on one creature within 10 feet of it. The target must succeed on a DC 19 Constitution saving throw or be paralyzed until the end of its next turn.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Karkes must make a DC 19 Constitution saving throw against this magic, taking 31 (9d6) necrotic damage on a failed save, or half as much damage on a successful one.

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Karkes, The Shackled KingKarkes, The Shackled King

Lair Actions

On initiative count 20 (losing initiative ties), Karkes can take a lair action to cause one of the following magical effects; Karkes can't use the same effect two rounds in a row:

  • Karkes creates 5 (1d10) ice elementals from the ice in his lair. These elementals materialize at any point in his lair and move up to 40 feet before exploding. Each creature within 5-feet of an elemental that explodes must make a DC 19 Dexterity saving throw, taking 3 (1d6) slashing damage on a failed save, or half as much damage on a success.

  • Karkes creates a wall of ice in one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with solid ice for 1 minute or until Karkes takes this lair action again.

  • Karkes targets one creature he can see within 60 feet of him. The target must succeed on a DC 19 Wisdom saving throw or become frozen in place for 1 minute. A creature that is frozen is restrained, and has its body encased in ice and snow. This ice and snow can be attacked and destroyed (AC 10; hp 15; vulnerability to bludgeoning and fire damage; resistance to piercing and slashing damage; immunity to cold damage), freeing the frozen creature. The frozen creature can also use an action, to make a DC 15 Strength check. On a successful check, the creature breaks free and is no longer frozen.

  • Frigid winds howl through Karkes' lair. Each creature in the lair must succeed on a DC 19 Constitution saving throw, taking 10 (3d6) cold damage on a failed save. If the saving throw fails by 9 or more, the creature gains 1 level of exhaustion.

  • Jagged ice shards pierce out from the ground, striking up to three creatures of Karkes' choice in his lair. Karkes makes one ranged attack roll (+11 to hit) against each target. On a hit, the target takes 14 (4d6) piercing damage.


Fear the dead. Fear the Shackled King

Read about the minions and machinations of this notorious boss monster in Karkes The Shackled King
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