My characters seemed to be having an easy time fighting against Gryne, Ozmyn and the homunculi so decided to throw him in to the same “final fight”. He was a cool monk type enemy and his Avenging Wind scared the heck out of the ranged attackers – Charisma and Heidt. I get to use a non-named version of him in the final adventure – The Divinity Drive – as a “mook” working for Deacon Hope.
I used the same state block for the Blessed Envisioner Surgeon in the Divinity Drive. I changed them to look like the original w40k Engine of Pain they are based on. A bit of DM bait-and-switch.
KRIMOX THE THRICE-FLENSED
Dark Eldar Engine of Pain
Large fey (dark elder, cyborg, construct), lawful evil
Armour Class 21 (natural, unarmoured defence)
Hit Points 295 (14d10+70)
Speed 40 ft.
STR 24 (+7) DEX 17 (+3) CON 21 (+5)
INT 15 (+2) WIS 22 (+6) CHA 22 (+6)
Saving Throws Str +12, Con +10, Wis +11
Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons unless silvered
Damage Immunities cold
Condition Immunities poisoned
Senses darkvision 120ft., passive Perception 11
Languages Eldarian, telepathy 120ft.
Challenge 15 (13,000 XP)
Eldar’s Sight. Magical darkness doesn’t impede Krimox’s darkvision.
Evasion. If Krimox is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Krimox instead takes no damage if he succeeds on the saving throw, and only half damage if he fails
Magic Resistance. Krimox’s has advantage on saving throws against spells and other magical effects.
Magic Weapons. Krimox’s weapon attacks are magical.
Regeneration. Krimox’ regains 5 hit points at the start of its turn if it has at least 1 hit point.
Multiattack. Krimox’s can use Unnerving Gaze and then makes four claw attacks. He may also use Breath of Life if available.
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 16 (3d6 + 7) slashing damage and the target must make a DC 17 Constitution save or suffer 3 (1d6) ongoing necrotic damage as bloody gashes appear on the target. A character may spend a full turn bandaging the wounds or another character may perform a DC 15 Medicine check to heal the character. Otherwise the bleed affect persists for 1 minute. The bleed affect stacks.
Unnerving Gaze. When a creature Krimox can see starts its turn within 30 feet of it, it gazes at the creature through the chains around its eyes. If the creature can see it, it must succeed on a DC 17 Wisdom saving throw or be frightened until the end of its turn.
Breath of Life (1/day). Krimox can heal himself or another creature for 34 (5d8+14) hit points of damage. This ability also has a secondary affect identical to the revivify spell (if applicable).
Avenging Wind. Krimox can shadow-step up to 50 ft. adjacent to a ranged attacker when targeted by a range attack. He can then make a single claw attack against the creature.
At the core of this multi-limbed monstrosity of claws and blades struggles a glistening mass of veins, organs, and twisted flesh.