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Khashmir Qasim Othman in Dungeons & Dragons 5e

Khashmir Qasim Othman

Elder Vampire to all of the higher vampires of the continent of Crucela, the island of Cancona has long been the realm of the Elder. Vampires appeal to the Elder in order to settle disputes between two higher vampires like border disputes and rearing of children through arranged marriages. The Elder must consent to the marriages of two higher vampires to ensure the continuation of vampire kind. Khashmir has been the Elder for well over an Era by now, second in age only to Nizzim Deylaroc.   Over the last few thousand years, Khashmir has reigned over vampire-kind and has fought many times for his position as Elder, as of late, Khashmir has taken to research within the confines of Cancona but more specifically his laboratory under the sea beneath a beach on Vencer Bay. There he got to work on technology not yet seen by this world, he created the prosthetics that have been used around the world, he created firearms, he even developed the green fluid which seems to be held in massive vats, through tubing, and inside of his globes of persistence. He developed this fluid that he dubbed Yethral. It has an effect similar to blood, allowing for the sustaining of life through conventional means or even in the typical vampire fashion of imbibing it. This fluid runs through the veins of all of the horsemen as well as artificially through the veins of Khashmir even though it isnt necessary. For him, it grants increased healing ability and increases his physical abilities.   HP: 702, AC: 24, Attacks: 4, Speed: 50, DC: 23, Legendary Actions and Resistances: 3, Legendary Reaction: 1, +16 to Initiative   Strength: 22, Dexterity, 30, Intelligence: 26, Constitution: 22, Wisdom: 26, Charisma: 26 Saving Throws: Strength- +12, Dex- +16, Int- +14, Con- + 12, Wis: +14: Cha- +14 Senses: Darkvision- 150 ft, Truesight: 90 ft, Passive Perception: 30 Immunities: Necrotic, Poison, Fear, Charm, Blinded   Lair Actions: On initiative count 20 choose from the support, on initiative count 10 choose from the harm. One of the five clones within the globe cast a spell on one of the creatures in the chamber   Support: The clones inside of the Globes will cast a support spell on Khashmir like Haste, Sanctuary, Heal, or Greater Invisibility.   Reaction: The clones from inside of the globes get a combined one reaction per round originating from any of the globes (counterspell basically).   Harm: The clones cast a spell at the opposing creatures like Scorching Ray, Melf's Acid Arrow, Lightning Bolt, or Blight.   Traits:   Failsafe: Upon death, the mechanical heart he implanted in his chest to pump the Yethral through his veins will violently explode dealing 15d10 to opponents adjacent, 10d10 to opponents within 10 ft, and 5d10 to opponents within 30 ft.   Engrained: Khashmir's limbs are affixed mechanically to his body making them immune to being severed.   Yethral Permeation: At the start of Khashmir's turns, he gains ten hit points for every unused legendary action and Mars clone left in the Globe.   Actions: Multiattack- Khashmir can make 4 attacks, two with the rifles and two with the shotguns, or all with fists.   Rifle- +18 to hit, Range 400/1200, 3d10 +10 piercing + 2d10 Thunder or Psychic damage Shotgun- 60 ft cone, Save vs Dex for half damage, 8d6 Poison or Force damage Fists: +16 to hit, 2d6 + 6 bludgeoning     Legendary Resistance: 3/day   Legendary Actions: Khashmir can take 3 legendary actions per round.   Attack: Khashmir can make a rifle or shotgun attack.   Blink: Khashmir can teleport to an unoccupied space within 60 ft.   Dodge: Khashmir can forgo moving for the rest of his turn to impose disadvantage on attacks.   Extract Life: Khashmir injects himself with the Yethral needles that dangle from beneath the Globe and gains half of the hit points dealt by the lair actions.
 


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