The Kolkpravis Khan makes three melee attacks with its Lig Sword or its Greater Shoni Spear.
Kolkpravis Khan
Medium humanoid, lawful balanced
CreatureScum and Villainy
At a glance
- Armor Class
- 18 (powered battle armor)
- Hit Points
- 82 (11d8 + 38)
- Speed
- 30 ft.
- Saving Throws
- Str +7, Con +7, Cha +6
- Skills
- Athletics +7, Intimidation +6
- Senses
- darkvision 60ft, passive Perception 10
- Languages
- Kaleesh, Galactic Basic
- Challenge
- 6 (1,100 XP)
Ability scores
- Str19+4Strength 19, modifier plus 4
- Dex16+3Dexterity 16, modifier plus 3
- Con18+4Constitution 18, modifier plus 4
- Int11+0Intelligence 11, modifier plus 0
- Wis11+0Wisdom 11, modifier plus 0
- Cha17+3Charisma 17, modifier plus 3
The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars. From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal, the infamous Lord Grievous.
About this creature
Kaleesh were reptilian humanoids from the planet Kalee. They had scaly skin, tusks, and long nostrils, though few outsiders ever saw a Kaleesh face that wasn't obscured behind a traditional mask. Kaleesh culture was deeply spiritual and warlike. War was seen as an essential part of life, and wars between tribes were common.
Actions
- Multiattack
- Lig Sword
Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit 12 (1d8 + 4 plus 1d8) kinetic damage.
- Greater Shoni Spear
Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60, one target. Hit 13 (1d10 + 4 plus 1d8) kinetic damage.
- Outland Rifle
Ranged Weapon Attack: +6 to hit, range 30/120, one target. Hit 5 (1d6 + 3) kinetic damage
- Leadership
For 1 minute, the Khan can utter a special command or warning whenever a nonhostile creature that it can see within 30 feetof it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Khan. A creature can benefit from only one Leadership die at a time. This effect ends if the Khan is incapacitated.
Reactions
- Parry
The Khan adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard must see the attacker and bewielding a melee weapon.
