Gargantuan Undead, Chaotic Evil
Armor Class 16 Bones
Hit Points 165 (11d20 + 55)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
20 (+5)
INT
3 (-4)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws STR +8, CON +9, WIS +9
Damage Vulnerabilities Bludgeoning, Radiant
Damage Resistances Piercing
Damage Immunities Necrotic
Condition Immunities Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight She can see where each living and undead creature is within 120ft. She can't see outside of that range., Passive Perception 15
Languages --
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Skeleton regeneration. If she has access to a skeleton that is not integrated into her body within 10ft of her, she can absorb it to regain 10 hit points. This is part of her movement. 

Necrotic Sight. Anne has a blindsight that knows where all living and undead creatures are within 120ft of her. she cannot see outside of this range.

Undead. Anne does not need to eat, drink, sleep or breathe.

Actions

Multiattack. Anne can make two weapon attacks or her Necrotic Wave

Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., 1 target. Hit: 15 (2d10 + 5)  bludgeoning damage and 10 (2d10) 

Shoot Bone. Ranged Weapon Attack: +7 to hit, range 60/120 ft., 1 target. Hit: 19 (3d10 + 4) piercing damage.

Necrotic Wave (Recharge 5-6). Anne sends out a Necrotic wave. everyone within 30ft of her must make a constitution saving throw, taking 7d10 necrotic damage on a failed save or half as much on a success.

Legendary Actions

Anne has 3 legendary actions, each taken at the end of another creature's turn.

Skeleton control (2 legendary actions). up to 5 skeletons within 120ft can use their reactions to attack a target of her choosing

Raise opponent. (1 legendary action). Anne raises a member of the group attacking her provided they are dead for 1 round or longer, creating a Zombie. As a consequence this creature is unable to be revived by anything less than a True Resurrection or a Wish.

Attack (1 legendary action).  She can use her Shoot bone or her Slam attack once. this legendary action can be used multiple times each round, each costing 1 legendary action.

Description

After something mysterious triggered Anne she envelopped herself in skeletons and made a gargantuan monster of herself. she lost all signs of intelligence and attacks all life.

Lair and Lair Actions

Her lair is a shipyard that has gone into disuse for 1000 years. 

Lair actions (Initiative 20) (are used one after the other, not one repeats before the others have gone:

  • She revives 2 skeletons within 60ft that she can see or raises 2 skeletons buried within 60ft. these skeletons have 1 hit point.
  • Magical Darkness fills a 50ft radius dome centered on her. Everyone that is not undead within this dome is blinded until the start of initiative 20 next turn.
  • Tiny bonespikes appear in a 15ft radius area. Everyone within it must make a DEX saving throw or take 1d6 piercing damage. If one moves through it it is considered difficult terrain and one must make a DEX check or take 1d6 piercing damage pre 5ft moved. This disappears at the start of initiative 20 next turn.
  • All skeletons within 60ft of her dash towards her to heal her. Each skeleton that reaches her heal her for 1d10 hit points, 2d10 if it is a minotaur skeleton.

Within 6 miles of her lair there are no living creatures to be found, nor any living plants. A permanent mist covers this area, making everything lightly obscured. This effect disappears after 1d6 days.

Previous Versions

Name Date Modified Views Adds Version Actions
5/13/2021 3:24:31 PM
3
1
--
Coming Soon

Habitat: Coastal

Demisaurus

Comments

Posts Quoted:
Reply
Clear All Quotes