Medium Construct, Lawful Evil
Armor Class 18 Natural armor
Hit Points 213 (32d12 + 5)
Speed 40 ft.
STR
16 (+3)
DEX
15 (+2)
CON
20 (+5)
INT
20 (+5)
WIS
17 (+3)
CHA
17 (+3)
Saving Throws DEX +8, CON +11, INT +11
Skills Arcana +11, History +11, Insight +9, Perception +9, Religion +9
Damage Resistances Necrotic, Radiant
Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Blindsight 15 ft., Darkvision 120 ft., Passive Perception 19
Languages Common, Deep Speech, Draconic, Undercommon
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Anti-Life Mastery. The High Elder can cast the spell false life on a willing creature as if they were the caster.

Anti-life Lord. If the High Elder gains temporary hit points while it already has some, it may choose to add the new pool onto the current one.

Anti-life Nature. When the High Elder kills a living creature, it gains temporary hit points equal to the creature's Constitution score. 

Kethrine Skin. The construct is made of kethrine. The High Elder's soul cannot be removed from its body, and it has advantage on Con. saving throws while within 10ft. of another Bhoolian soldier. 

Aura of Authority. All creatures with the Kethrine Skin trait that are within 30 ft. of the High Elder receive a 5 ft. bonus to their walking speed, and they get a +1 bonus to hit.

Immutable Form. The High Elder's form cannot be altered by spells or other means.

Legendary Resistance (3/Day). If the High Elder fails a saving throw, it can choose to succeed instead.

Magical Attacks. The High Elder's attacks count as magical.

Spellcasting. The High Elder is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The High Elder has following wizard spells prepared: 

Cantrips (at will): message, mending, blade ward , anti-life ray, sword burst

1st level (4 slots): false life, magic missile, shield, witch bolt, Tensor's floating disk, alarm, absorb elements, identify

2nd level (3 slots): blur, levitate, hold person, magic weapon

3rd level (3 slots): haste, protection from energy, slow, sending

4th level (3 slots): Otiluke's resilient sphere, banishment, locate creature, private sanctum

5th level (2 slots): Antilife shell, wall of force, animate objects, Bigby's hand

6th level (1 slot): disintegrate, globe of invulnerability, soul cage, contingency

7th level (1 slot): forcecage, etherealness, Mordenkainen's magnificent mansion, reverse gravity

8th level (1 slot): demiplane, antimagic field

Innate Spellcasting. The High Elder can cast the spells false life and levitate at will, without expending material components. These spells can only be cast this way at their lowest level, and levitate can only target the caster.

Actions

Multiattack. The High Elder may make two attacks with its Life-Void Scythe. Each attack my be either melee or ranged.

Life-Void Scythe. Melee Weapon Attack: +10 to hit, reach 10 ft., any number of targets within 10ft of the High Elder and within 5 ft. of each other. Hit: 22 (3d12+3) slashing damage plus force damage equal to the amount of temporary hit points the High Elder has.

Life-Void Scythe. Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 21 (3d12+2) force damage plus force damage equal to the amount of temporary hit points the High Elder has.

Reactions

Anti-Life Steal. If a creature within 120ft. of the High Elder would gain temporary hit points, the High Elder can use its reaction to prevent the creature from gaining those hit points, and the High Elder gains a number of temporary hit points equal to the number of temporary hit points prevented.

Legionnaire Protection. If the High Elder would be hit by an attack and there is a Bhool Legionnaire within 10 ft. of the High Elder, the High Elder may make the Legionnaire the target of that attack instead.

Legendary Actions

The legendary monster can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The legendary monster regains spent legendary actions at the start of its turn.

Cantrip. The High Elder casts a cantrip.

 Gift Anti-Life. The High Elder removes 3d8 temporary hit points from its own pool, and a chosen creature with the Kethrine Skin trait within 30 ft. of the High Elder gains those temporary hit points added onto its current pool.

Life-Void Sweep. The High Elder makes one melee attack with its Life-Void Scythe. 

Description

The Bhool High Elder is the single most senior Bhoolian soldier in the remaining empire. In the event of its death, a Neta is immediately sent to undergo the process to assume the form and responsibilities of the High Elder. A High Elder strikes an imposing figure, with high, curving shoulder pauldrons, elaborate armor, and scrolls of text flowing off of its body. It has become custom for the High Elder to carry the entirety of Bhoolian law on its body at all times, as a reminder of the power and responsibility of the position. The Life-Void Scythe is not a weapon, but an extension of the High Elder's form. As such, every High Elder's is different, bearing unique iconography. In combat, it is devastating both slicing through flesh and shooting rays of killing energy. Because of the size of the blade, the wielder can carve through enemies as though they were stalks of grass. The mere sight of the High Elder in combat is enough to drive Bhoolian soldiers to new heights of determinism and pride. Although the High Elder is capable of using abilities of its form to deflect attacks towards Bhool Legionnaires, it rarely does so. Usually, it is easier for the High Elder to regain anti-life than a Legionnaire. 

Lair and Lair Actions

The High Elder rarely roams outside of the Bhologon Citadel. The Bhologon Citadel was once an impossibly tall spire at the center of the Bhoolian capital; now, it has sunk far into the earth and most of the floors have collapsed into solid rock. However, there are still many winding tunnels and large rooms that remain occupied. Tunnels in the Underdark lead to entrances to the Bhoolian capital building.

Lair Actions

On initiative count 10 (losing initiative ties), the High Elder takes a lair action to cause one of the following effects; the High Elder can’t use the same effect two rounds in a row:

  • Call the Legions. At the start of the next round, two Legionnaires appear somewhere thematically appropriate on the combat map.
  • Anti-Life Surge. All creatures with the Kethrine Skin trait gain 3d8 temporary hit points.
  • Formal Decree. The High Elder casts the spell suggestion on every creature in its lair without the Kethrine Skin trait. The creatures also take 3d8 force damage.

Regional Effects

The region containing a legendary High Elder’s lair is protected, which creates one or more of the following effects:

  • Tunnels show signs of being carved into slightly more geometric shapes; the corners of caves might be squared, stalagmites might look like pyramids, or tunnels might have designs etched into the walls.
  • The little life that exists in Underdark tunnels are all a little more resilient and organized than normal; algae might grow in square patterns and be resilient to being cut, or subterranean crabs might move in rows and grow thicker shells. 
  • Bhool Legionnaires are stationed in pairs around the area of the Bhoolian's influence. 

If the High Elder dies, these effects fade for a period of 3d10 years. They return after the period.

Previous Versions

Name Date Modified Views Adds Version Actions
4/24/2021 12:51:33 AM
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Habitat: Underdark

ThreeBugs

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