Large monstrosity, neutral evil
- Armor Class
- 11 (leather armor)
- Hit Points
- 70 (8d10 + 16)
- Speed
- 30 ft.
- Challenge
- 4 (1,100 XP)
- Skills
- Survival +4, Deception +4
- Senses
- passive Perception 12
- Languages
- Common, Yikaria
Traits
Chief Kartha-Kaya attempts to magically possess a humanoid or giant. Chief Kartha-Kaya must touch the target throughout a short rest, or the attempt fails. At the end of the rest, the target must succeed on a DC 12 Constitution saving throw or be possessed by Chief Kartha-Kaya, which disappears with everything it is carrying and wearing. Until the possession ends, the target is incapacitated, loses control of its body, and is unaware of its surroundings. Chief Kartha-Kaya now controls the body and can't be targeted by any attack, spell, or other effect, and it retains its alignment; its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except the target's knowledge, class features, feats, and proficiencies.
The possession lasts until either the body drops to 0 hit points, Chief Kartha-Kaya ends the possession as an action, or Chief Kartha-Kaya is forced out of the body by an effect such as the dispel evil and good spell. When the possession ends, Chief Kartha-Kaya reappears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while it is possessed by Chief Kartha-Kaya, Chief Kartha-Kaya dies as well, and its body doesn't reappear.
Actions
Chief Kartha-Kaya makes two attacks, either with his flame tongue greatsword or his longbow.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage plus 7 (2d6) fire damage.
Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 9 (2d8) piercing damage.