King Nursk
King Nursk CR: 4
STR
13 +1
DEX
19 +4
CON
13 +1
INT
17 +3
WIS
14 +2
CHA
7 -2
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.
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