Ko-Kamass, Champion-Priest of Rulmar - AI-generated fantasy Monster

Ko-Kamass, Champion-Priest of Rulmar

Once a famed arena champion turned high priest of Rulmar, Ko-Kamass was entrusted by Aster with the Ironsgate colosseum and the task of producing enhanced knights. He believes true divinity reveals itself through combat. Rumors say he experiments on the dying to graft fragments of divine essence into living bodies.

LargeHumanoid(Dragonborn)CR 7Lawful Evil

Ko-Kamass, Champion-Priest of Rulmar

GladiatorPriestArena-boundControllerSolo Boss
HP136AC18SPD30 ft, Climb 20 ft (with effort)CR7 (2,900 XP)AthleticsIntimidationPerception
STR
20
save
DEX
14
CON
16
save
INT
10
WIS
14
save
CHA
16
Divine Surge. Ko-Kamass can, as a bonus action, enter Rulmar's Surge for up to 1 minute. While active he gains advantage on weapon attack rolls and a bonus to damage rolls with his spear and whip, and he gains resistance to nonmagical bludgeoning, piercing, and slashing damage. Once he uses this feature, he cannot use it again until he finishes a short or long rest.
Large Weapon Mastery. Ko-Kamass is Large and occupies a 10-foot square. He can use his spear to affect creatures at range with its pull or push effects. The spear always returns to his hand instantly after use.
Arena Sovereignty. Within the arena controlled by Ko-Kamass his presence empowers the traps and pylons. On initiative count 20 (losing initiative ties) Ko-Kamass can take a lair action to do one of the following: release a caged monster into the ring, slam the platform to create a concussion that knocks creatures prone ( Strength save for half), or trigger a pulse that makes spellcasters within 15 feet suffer disadvantage on their next spell attack or save. Ko-Kamass must be within his lair to use these actions.
Rulmar's Resolve. Ko-Kamass cannot be charmed or frightened by creatures that worship Rulmar or by effects that rely on direct divine supplication while he has at least 10 hit points.
Spear of Rulmar. Melee or Ranged Weapon Attack: to hit, reach 10 ft or range 30/120 ft, one target. Hit: piercing damage. If Ko-Kamass uses the spear's special property when making this attack, he can choose one of the following on a hit. Pull: The struck target is instantly pulled to the spear's point of impact, ending adjacent to the spear (Ko-Kamass decides the location within the weapon's range). Push: The struck target is pushed up to 15 feet away and knocked prone if it collides with a solid surface. The spear returns to Ko-Kamass's hand immediately after being used in this way.
Whip of Burning Ends. Melee Weapon Attack: to hit, reach 15 ft, one target. Hit: slashing damage plus fire damage. On a hit the exploding tip detonates in a 5-foot radius centered on the target. Any creature other than the target in that radius must make a Dexterity saving throw, taking fire damage on a failed save, or half as much on a successful one. The whip's explosion ignites flammable nonmagical objects that are not being worn or carried.
Multiattack. Ko-Kamass makes two attacks using his spear or whip and can take one shove or grapple attempt as part of these attacks. He may throw the spear on one attack and use its pull or push property. If he scores a critical hit with the spear, he can immediately use the spear's pull effect as a free reaction against the same target.
Rulmar's Rebuke. Spellbreak Reaction. When a creature within 30 feet of Ko-Kamass casts a spell, he can use his reaction to force the caster to make a Constitution saving throw. On a failed save the spell is disrupted and has no effect. On a success the spell proceeds as normal. Once he uses this feature, he cannot use it again until he finishes a short or long rest.
Spear Recall. Spear Recall. When the spear is thrown or dislodged, Ko-Kamass can use his reaction to cause it to return to his hand, potentially dragging a struck creature with it if he used the pull effect and the target failed a Strength save.
Stride. Stride. Ko-Kamass moves up to half his speed without provoking opportunity attacks.
Whip Snap (Costs 2 Actions). Whip Snap. Melee Weapon Attack: to hit, reach 15 ft. On hit deals slashing plus fire and forces the target to make a Strength saving throw or be pushed 10 feet away.
Command Beast (Costs 2 Actions). Command Beast. Ko-Kamass issues a deafening command to one captive monster within 60 feet. The beast must succeed on a Wisdom saving throw or use its next action to make one attack against a target Ko-Kamass designates. If the beast is friendly or under his control it gains advantage on that attack.
2nd level
Rulmar's BoonAbjuration Ko-Kamass can call a brief blessing of Rulmar to strengthen himself or a single captive. As an action he can cast Bless on himself and up to two allies, or cast Shield of Faith on himself. He uses these abilities twice per long rest.
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