Medium Humanoid (Human), Chaotic Evil
Armor Class 13 chain shirt
Hit Points 22 (4d8 + 5)
Speed 30 ft., fly 20 ft.
STR
10 (+0)
DEX
10 (+0)
CON
12 (+1)
INT
13 (+1)
WIS
16 (+3)
CHA
13 (+1)
Skills Medicine +7, Persuasion +3, Religion +4
Senses Passive Perception 13
Languages Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Paragon Fortitude (1 / long rest ). The underling has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the creature end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all hit point pools are reduced to zero, the creature is killed.

Paragon Fury. The underling may take one additional turn in each round of combat for each of its hit point pools that have been reduced to zero. The creature determines initiative normally for its first turn, though it gains advantage on the roll. Each subsequent turn the creature gains is inserted immediately after any one PC’s turn in the initiative order.

Divine Eminence. As a bonus action, the underling can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) necrotic damage to a target on a hit. This benefit lasts until the end of the turn. If the underling expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

Spellcasting. The underling is 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC13, +5 to hit with spell attacks). The underling has the following wizard spells prepared:

Cantrip (at will): chill touch, mage hand, poison sprayray of frost

1st level (4 slots): false life, mage armor, ray of sickness, guiding bolt

2nd level (3 slots): ray of enfeeblement, blindness/deafness, blur

3rd level (2 slots): dispel magic, spirit guardians

Actions

Sickle. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage + 3 (1d6) necrotic damage

Decaying Guardian Wings. Once per short rest, as a bonus action, this creature can summon a pair of decaying wings. Each wing has 2 spines. Whenever an attack would hit this creature, it can cause one spine to shatter instead, negating the attack. A critical hit against this creature requires two spines to negate. So long as this creature has at least 1 spine remaining, it has a 20 ft. fly speed.

Siphon Life. Twice per short rest, as a bonus action, this creature can act with Lantern of Souls, using the heal part of soul cage

Reactions

Defensive Push. If an attack from an adjacent creature against this creature misses, it can as a legendary reaction force the attacking creature to make a DC13 Strength saving throw, being pushed 15 ft. on a failed save.

Suscept Mind. If this creature succeeds on a saving throw forced by another creature, it can as a legendary reaction force that creature to make a DC10 Intelligence saving throw, suffering disadvantage on the next saving throw they make until the end of this creature’s next turn on a failed save.

Description

Underling is a dark hooded humanoid creature. It has sickle in his one hand and lantern hanging loosely in the other.

Previous Versions

Name Date Modified Views Adds Version Actions
7/23/2020 1:47:44 PM
14
1
0.5
Coming Soon
Egert

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