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Chief Komedo - AI-generated fantasy Monster

Chief Komedo

The lizardfolk say Komedo was born during a green dragon's eclipse, when every blade of grass in the meadow reflected the same watching eye. As a young hunter, he followed those reflections into a sunken dragon shrine and returned three days later with a crystal eye embedded in his spear. Since then, he has served as chief and warden, preventing dragon cultists, treasure hunters, and rival clans from disturbing the buried Mirrorheart. Komedo believes the meadow does not merely show the future. It chooses which futures are allowed to exist.

MediumHumanoid(reptilian)CR CR 11LN

Chief Komedo

lizardfolkchieftainmarsh guardiandragon-touchedcontrollergrapplerprophetScalenovia
HP12d10+60AC+12SPD30 ft., swim 30 ft., Komedo ignores difficult terrain from grass, reeds, mud, and shallow water.CR11AcrobaticsClimbEscape ArtistIntimidateKnowledge (nature)PerceptionSense MotiveStealthSurvivalSwim
STR
22
DEX
18
CON
20
INT
16
WIS
20
CHA
18
Aquatic Adaptation. Komedo gains a +4 racial bonus on Swim checks, can always take 10 on Swim checks, and has a swim speed of 30 feet.
Eyes of the Sacred Meadow. Komedo gains a +4 racial bonus on Perception checks and can detect creatures by scent. In the Meadows of Sight, he also gains a +4 circumstance bonus on Perception checks involving reflections, movement, or hidden creatures.
Dragon-Warden's Resolve. Komedo gains a +4 morale bonus on saving throws against spells and spell-like abilities cast by dragons or creatures serving dragons.
Unblinking Vision. Komedo can see invisible creatures as if under the effects of see invisibility. This ability does not reveal creatures concealed by total cover.
Marsh-Born Stability. Komedo has a bonus to CMD against grapple, trip, and bull rush attempts. He can grapple creatures of any size with his bite, although creatures larger than Large are immune to this ability.
Spear of the Living Dragon. Komedo's natural attacks count as magic weapons for the purpose of overcoming damage reduction. His bite attack is treated as dragon-bane against dragons and creatures with the dragon type.
Meadow Druid. Komedo casts spells as a 12th-level druid. His effective caster level is 13th for divination spells and spells that create or manipulate plants.
Nature Stride. Komedo can move through any sort of undergrowth, including thorns, briars, and overgrown areas, at his normal speed without taking damage or suffering impairment. Magically manipulated undergrowth affects him normally.
Full Attack. Melee bite +19 ( plus grab), 2 claws +14 (), tail slap +14 (); Chief Komedo can use his bite to start a grapple without provoking an attack of opportunity.
Bite. Melee bite +19 ( plus grab). On a successful hit, Chief Komedo can attempt a grapple check as a free action. If he succeeds, the target is grappled and takes points of bite damage at the start of each of Komedo's turns.
Claw. Melee claw +19 (); Chief Komedo can make two claw attacks when he has at least one free hand.
Tail Slap. Melee tail slap +14 (); a creature struck by the tail slap must succeed at a Reflex save or be knocked prone.
Dragon-Sight Breath. Chief Komedo exhales a shimmering cloud of green-gold motes in a 30-foot cone. Creatures in the area take points of dazzling force damage and are dazzled for rounds. A successful Reflex save halves the damage and negates the dazzled condition. This is a supernatural ability usable once every rounds.
Meadow-Eye Gaze. Chief Komedo fixes his gaze on one creature within 60 feet. The target must succeed at a Will save or become fascinated for 1 round and blinded by afterimages for rounds. A creature that succeeds is immune to Komedo's gaze for 24 hours. This is a mind-affecting, supernatural ability.
Verdant Sightfield. Chief Komedo creates a 20-foot-radius zone of translucent emerald grass and floating eyes within 100 feet. The area functions as difficult terrain for enemies. Enemies entering or beginning their turns in the area must succeed at a Will save or become shaken for 1 round. The zone lasts 11 rounds or until Komedo dismisses it.
Reed-Crest Lunge. Chief Komedo moves up to his swim speed without provoking attacks of opportunity, then makes one bite or tail slap attack. He can move through shallow water, tall grass, and undergrowth without penalty.
Reflective Reprisal. When a creature within 10 feet misses Komedo with a melee attack, he makes one tail slap attack against that creature. If the attack hits, he can move 5 feet without provoking an attack of opportunity.
Marsh Vanishing. When Komedo succeeds at a Reflex save against an area effect, he can move up to 10 feet and attempt to hide in grass, reeds, or shallow water if such cover is available.
2nd level
Obscuring MistConjuration Creates a 40-foot-radius cloud of fog that grants concealment and blocks normal sight.
EntangleTransmutation Causes plants in a 40-foot-radius area to entangle creatures and slow movement.
See InvisibilityDivination Reveals invisible and ethereal creatures within range for 10 minutes per level.
Mirror ImageIllusion Creates multiple illusory duplicates that make Komedo difficult to target.
3rd level
BarkskinTransmutation Grants Komedo a +4 enhancement bonus to natural armor and allows him to move through plants without penalty.
4th level
True SeeingDivination Allows Komedo to perceive through magical darkness and see invisible creatures.
5th level
Wall of ThornsConjuration Creates a wall of thorns that damages and impedes creatures attempting to pass.
6th level
Summon Monster VIConjuration Summons a huge air elemental that attacks enemies and controls the battlefield.
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