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King Nursk

King Nursk CR: 4

Large humanoid/monstrosity, chaotic evil
Armor Class: 17
Hit Points: 220
Speed: 30 ft

STR

13 +1

DEX

19 +4

CON

13 +1

INT

17 +3

WIS

14 +2

CHA

7 -2

Damage Vulnerabilities: Radiant
Damage Resistances: Necrotic, Acid
Damage Immunities: Poison
Condition Immunities: Grappled (In Second Phase)
Languages: Common, Abyssal
Challenge Rating: 4

2/day: [Exclusive to Second Phase] Summon Swarms of Insects:

3/day: Poison Mist (5 uses): King Nursk outstretches his palm while grasping the Scepter of Pestilence, as the orb on top begins to glow. A could of purple mist then extends from Nursk's palm in a 20ft cone. Any targets caught within the mist must succeed a DC 13 Constitution Saving Throw or take 1d12 poison damage. The target is then poisoned, causing them to take an additional 1d4+3 poison damage on their next turn.


At half health, King Nursk reaches his second phase, where he summons all roaches, insects, and bugs in the surrounding area to form a snake-like tail, replacing his legs. This allows King Nursk to gain new abilities and attacks. When this happens, King Nursk's strength increases by three and his movement speed is doubled.

Actions

Curved Sword: (Finesse) 2d10+2 slashing/2d8+2 piercing

Exclusive to Second Phase

Tail Grasp: King Nursk uses his tail made from roaches and insects to grasp a target within 10ft of him. This target must then succeed a DC 15 Dexterity Saving Throw or they will be subjected to the Grappled status. They must repeat this saving throw every turn to escape the grasp.

Reactions

Poison Grasp: When a target moves within 10 feet of King Nursk, dark tendrils will emerge from the Scepter and draw the target within 5 feet of King Nursk. The target must then make a DC 10 Constitution Saving Throw or take 1d4 poison damage. The target then becomes poisoned, and will receive an additional 1d4 poison damage on their next turn.  

Exclusive to Second Phase:

Tail Swipe: When a target moves within 15 feet of King Nursk and is located behind him, King Nursk will use his tail to swat at a target. The target must succeed at DC 16 Acrobatics Saving Throw to avoid this or take 3d8+ StrMod Bludgeoning damage.

Legendary Actions

Imbue With Poison: King Nursk uses the Scepter to imbue a weapon with deathly energy, causing the weapon to deal poison damage. This weapon will be imbued with poison for King Nursk's next 2 turns. Any target struck by a poisoned weapon must succeed a DC 13 Constitution Saving Throw or take 1d4+3 poison damage. This target is now poisoned and will take an additional 1d4+3 poison damage on their next turn.

King Nursk is a old human man who wields the Scepter of Pestilence and resides in the highest chamber of the Mountain Eater. He wears golden robes and a crown fashioned out of golden branches. Despite being elderly, King Nursk has incredible strength and speed granted to him by the Scepter. His ultimate goal is to consume the entire world at any cost so that he may be spared from the coming winter, a belief promised to him by Namek, Pestilence Eternal.
  King Nursk is a old human man who wields the Scepter of Pestilence and resides in the highest chamber of the Mountain Eater. He wears golden robes and a crown fashioned out of golden branches. Despite being elderly, King Nursk has incredible strength and speed granted to him by the Scepter. His ultimate goal is to consume the entire world at any cost so that he may be spared from the coming winter, a believe promised to him by Namek, Pestilence Eternal.   King Nursk originally was the ruler of one of Noran's five governing cities, but his mind was corrupted by the newly reactivated Scepter of Pestilence. The Scepter commanded him to find the Mountain Eater, a dwarven relic from a time long past, and to use it to destroy Noran and create a Construct army for Vorston. This act was thwarted by the players in Curse of the Frigid Wrath. King Nursk has one surviving relative; his daughter, Princess Alastra.
Children

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