Medium Undead (Dragonborn), Neutral Evil
Armor Class 21 plate
Hit Points 310 (52d10)
Speed 30 ft.
STR
22 (+6)
DEX
12 (+1)
CON
20 (+5)
INT
14 (+2)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws CON +10, WIS +6, CHA +10
Skills Insight +0, Intimidation +0, Persuasion +0, Religion +0
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Poison
Senses Darkvision 120 ft, Passive Perception 11
Languages Draconic and Common
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Skills - 

Aura of Hate - You, as well any fiends and undead within 10 feet of you, gain a +3 bonus to melee weapon damage rolls. A creature can benefit from this feature from only one paladin at a time.

Divine Sense - The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands - Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

Channel Divinity: Control Undead - As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.

Channel Divinity: Dreadful Aspect - Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.

Lord of The Scourge - When you reduce a creature to 0 hit points with Frost Bite, you can spend 2 hit dice to summon them as a zombie or skeleton

 

Turasjir di Whedabra (Book of Darkness in Draconic) - 
Any melee spell attack you make with the hand, and any melee weapon attack made with a weapon held by it, deals an extra 2d8 cold damage on a hit.
The book has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: finger of death (5 charges), sleep (1 charge), slow (2 charges), or teleport (3 charges). The hand regains 1d4 + 4 expended charges daily at dawn.

Actions

3 attacks

Frost Bite (longsword) - +12 atk. 1d10 slashing +3d8 cold +12

War Magic - When you use your action to cast a cantrip, you can make a melee attack as a bonus action

Spells

DC 18 and +10 to atk

Cantrips - Acid Splash, Mage Hand

1st (10 slots) - Divine Favor, Hellish Rebuke, Inflict Wounds, Shield of Faith, Bless

2nd (5 slots) - Branding Smite, Crown of Madness, Magic Weapon, Zone of Truth, Darkness, Find Steed, Blur, Misty Step, Invisibility, Knock, Darkvision, Ray of Enfeeblement

 

Legendary Actions

Breath Weapon (3/day) - 30 ft. cone of icey breath comes out of the creatures mouth. Any creature within range must succeed on a DC 18 con. save. The creature takes 40 (10d6) cold damage on a failed save and half as much on a successful one.

 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Followed by 1 Skeletal Swarm and an undead goblin named Coplin

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: NPC

TacetSnow

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