Medium Undead, Chaotic Evil
Armor Class 17 Nautural armor
Hit Points 272 (32d8 + 138)
Speed 30 ft.
STR
13 (+1)
DEX
16 (+3)
CON
18 (+4)
INT
21 (+5)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws CON +9, INT +10, WIS +7
Skills Arcana +15, History +15, Insight +7, Perception +7, Religion +10
Damage Resistances Cold, Lightning
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 17
Languages Common, Draconic, Elvish, Giant, Infernal, Undercommon
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If Ybrithe fails a saving throw, she can choose to succeed instead.

Semi-Corporeal. Unless Ybrithe is under the effect of the blink, etherealness, or similar spell, she can target creatures on the current plane as well as the Ethereal Plane, and she can be targeted by a creature or effect originating from either plane.

Spellcasting. Ybrithe is a 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Ybrithe has the following wizard
spells prepared:
Cantrips (at will): chill touch, fire bolt, mage hand, ray of frost
1st level (4 slots): magic missile, shield, witch bolt
2nd level (3 slots): blur, hold person
3rd level (3 slots):bestow curse,counterspell
4th level (3 slots): banishment,blight, phantasmal killer
5th level (3 slots): cloudkill, cone of cold,geas
6th level (1 slot): disintegrate, flesh to stone
7th level (1 slot): delayed blast fireball,finger of death
8th level (1 slot): feeblemind
9th level (1 slot): weird

Turn Resistance. Ybrithe has advantage on saving throws against any effect that turns undead.

Weave Mastery. Ybrithe’s spells do not trigger Wild Magic Surges unless she wants them to.

Actions

Paralyzing Touch. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

Ybrithe can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.
Ybrithe regains spent legendary actions at the start of its turn.

Cantrip. Ybrithe casts a cantrip.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Ybrithe must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Paralyzing Touch (Costs 2 Actions). Ybrithe uses her Paralyzing Touch.

Spell Glyph (Costs 3 Actions). Ybrithe activates one of the following glyphs of warding in the room: blink,blur, eyebite,fly,invisibility.
Each glyph may only be activated once.

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

Enter a general description for your monster here.

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.

YakuziX

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