Legendary Resistance (3/day). When Bjord Stonejaw fails a saving throw, he can choose to succeed instead
Master of The Grave. While within 30ft of Bjord Stonejaw, any undead ally of Bjord Stonejaw has advantage on saving throws, and regains 1d6 hit points when they start their turn within 30ft of him
Evasion. If Bjord Stonejaw is subjected to an effect that allows him to make a dexterity saving throw to only take half the damage, he takes no damage on a success, and only half damage on a failure.
Refusal to Die (Mythic Trait; Recharges after a short or long rest). When Bjord Stonejaw is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he regains 1 hit point and becomes immune to all damage, and regains all spell slots up to level five. Additionally, Bjord Stonejaw summons two Flameskulls, each with 120 hit points and an AC of 19. He remains immune to damage until both Flameskulls die, once they do, he loses his immunity to damage.
Spellcasting. The Bjord Stonejaw is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). Bjord Stonejaw has following spells prepared:
Cantrips (at will): Booming Blade, Chill Touch, Fire Bolt, Gust, Mind Sliver, Shocking Grasp
1st level (4 slots): Faerie Fire, Ray of Sickness, Shield
2nd level (3 slots): Mirror Image, Scorching Ray
3rd level (3 slots): Enemies Abound, Haste, Fly
4th level (3 slots): Blight, Dimension Door, Wall of Fire
5th level (2 slots): Cloudkill, Cone Of Cold, Danse Macabre
6th level (1 slot): Eyebite
7th level (1 slot): Finger of Death
8th level (1 slot): Dominate Monster
Unwavering Spirit. Bjord Stonejaw adds his spellcasting modifier to concentration checks he makes to maintain his spells. When he is concentrating on a necromancy spell, his concentration cannot be broken.
Multiattack. Bjord Stonejaw makes three attacks with his midnight crest
Midnight Crest. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10+3 slashing damage) when wielded with two hands, plus 14 (4d6) necrotic damage
Bjord Stonejaw can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Bjord Stonejaw regains spent legendary actions at the start of his turn.
Midnight Crest. Bjord Stonejaw makes one attack with his Midnight Crest
Cantrip. Bjord Stonejaw casts a cantrip
Move. Bjord Stonejaw moves up to his speed without provoking opportunity attacks
Summon Undead (Costs 3 Actions). Up to five skeletons or zombies appear in unoccupied spaces within 30ft of Bjord Stonejaw and remain until destroyed. Undead summoned this way roll initiative and act as a group on the next available turn. Bjord Stonejaw can have up to five undead summoned by this ability at any time
When Bjord Stonejaw's Mythic Trait is active, he can use the following traits as lair actions
Hungry Crest. Bjord Stonejaw makes two Midnight Crest attacks
Conjure Greater Undead (Costs 3 Actions). Bjord Stonejaw can summon any of the following creatures with a total CR of 5 or lower, and no more than 5 creatures: Deathlock Wight, Ghoul, Ghast, Greater Zombie, Husk Zombie
Description
Bjord Stonejaw was once a great Jarl presiding over the city of Rogaland before it's collapse. Crushed beneath the rubble of his city, Bjord Stonejaw made a vow that he would live to once again to see his city rebuilt. Something greater heard him. Imbued by maddening necromantic magic, Bjord Stonejaw now wanders the deep recesses of the catacombs beneath now fallen Rogaland. Once he raises his armies of undead, he will march upon any populated regions to rebuild his empire.
Lair and Lair Actions
Bjord Stonejaw's crypt lies deep within the labyrinthine catacombs under Rogaland. Here, the bony walls are ever shifting, and the crypt rebuilds itself daily as if it is alive. Large green gems are embedded in each pillar around the layer, providing a low, lustrous, necromantic light to Bjord's inner sanctum.
Lair Actions
On initiative count 20 (losing initiative ties), Bjord Stonejaw takes a lair action to cause one of the following effects; Bjord Stonejaw can’t use the same effect two rounds in a row:
- Two pockets of hollow earth on the map bubble and rupture on the surface of the ground. A 10ft radius sphere of area is filled with toxic gas. All creatures within the area must make a DC 15 CON save, taking 5d6 poison damage on a failed save, or half as much on a successful one. The poisonous gas lasts until the next lair action occurs, or until a gust of wind at least 20mph or faster disperses the cloud.
- The walls of corpses in the lair are filled with energy as several undead are animated. 1d6 zombies/skeletons, or two flameskulls animate from one of the walls, rolling initiative and acting on their next available turn. These creatures only have one hit point. They only attack the creatures closest to them, and cannot be commanded by Bjord Stonejaw. This lair action cannot be used again until all creatures summoned by this lair action reach 0 hit points.
- Five random green gems around the lair glow, lighting an area with a radius of 10 ft of each gem. Any undead creatures standing within the light immediately explode. Each creature within 10ft of one of these creatures must make a DC 15 DEX save, taking 3d6 bludgeoning damage on a failed save. For each creature that exploded, Bjord Stonejaw gains 3 temporary hit points
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