Large Undead, Neutral Evil
Armor Class 17 Plate
Hit Points 218 (26d10 + 88)
Speed 30 ft., Climb 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws STR +8, INT +9, CHA +6
Skills Arcana +9, Athletics +8, Investigation +9, Perception +6
Damage Resistances Cold
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Frightened, Petrified, Poisoned
Senses Darkvision 120ft, Passive Perception 16
Languages Abyssal, Common, Elvish, Infernal, Sylvan
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Multiattack- this creature can attack twice 

battle magic- if this creature attack with a weapon as part of the attack action then Carithus can cast a cantrip as a bonus action

Spellcasting. The [monster name] is a 11th-level spellcaster. Its spellcasting ability is [Intelligence] (spell save DC 17, +10 to hit with spell attacks). The carithus has following wizard spells prepared:

Cantrips (at will): mage hand, control flames, ray of frost, toll the dead, sword burst


1st level (4/4 slots): alarm, burning hands, magic misle, chromatic orb, shield,

2nd level (3/ 3 slots): blur, hold person, mirror image, scorching ray

3rd level (3/3): counterspell, fireball, vampiric touch, animate dead

4th level( 3/3): fire shield, wall of fire, confusion, greater invisibility

5th level (2/2): cloudkill, dominate person

6th (1/1): disentigrate

Actions

Sword- + 8 to hit, reach 5ft, Hit: 10 (2d6+ 4), slashing

Death torch mace- +9 to hit, reach 10ft, Hit: 10 ( 1d10 + 5), blugeoning damage, two handed. On a hit the target and all surrounding creatures excluding Carithus makes a dexterity saving throw (15). On a fail the creatures take 2d6 necrotic damage and half on a success.

Call of the iron soul- As an action this creature attempts to beguile another into it's service. Choose a creature within 60 ft and that creature must make a DC 16 wisdom savings throw or become charmed by this creature and listen to it's demands. If the charmed creature takes damage it may make another saving throw. On a successful save the creature is immune to this effect for the next 24 hours.

Bonus Actions

Shield bash- +8 to hit, reach 5ft, Hit: 8 (1d8 + 4), bludgeoning damage.  The attacked creature is pushed 10ft away.

Reactions

Freighten- As a reaction to being damage this creature can attempt to freighten the attacker if they are within 60 ft. The target makes a DC 16 wisdom save or becomes freightened of this creature for one minute. The creature may use an action to reroll the Saving throw.  On a successful save the target is immune to this condition towards this creature.

Legendary Actions

Carithus has 2 legendary points per round and can only use these options once per round.

souls unrest- roll 1d6 and any dead humanoid creatures within 30ft become zombies or skeletons.

Marauders yell- 5 ally's within 30f that can hear carithus have advantage on attack rolls until the beginning of the next round.

Necrotic wreath- The area within 10ft of carithus begins to shroud in dark mist. Carithus is considered lightly obscured and any creature that enters or ends it's turn in the shroud must make a DC 16 constitution Saving throw or take 3d4 necrotic damage. Half on a success.

Spell savant- Carithus may cast a spell of up to 3rd level. 

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

Once suffering a mortal body hundreds of years ago and dying as a mighty warrior In war his soul was judged by the gods as horrid for his slaughter and destruction as a general. Carithean refusing this fate from the gods, his Soul was sent to the abyssal plain where he fought for years against the demonic creatures that dwelled there. Growing stronger and more proficient with undead , he gained the interest of vecna and was promised power. Instead he refused vecna and fought each other for what could be considered a week in the abyss until vecna grew tired and the two left each other alone. Taking on the name carithus and growing stronger and stronger in the abyss carithus found a way to bind his soul to a suit of armor. Now able to re-enter the material plane he showed destruction and chaos as revenge for the betrayal of the gods.  Growing armies of undead and being slain once again. Sent back to the gods and once again refused to disappear at their hands. Time and Time again carithus grew stronger and created a castle known as "the dread halls" I'm the abyssal plain. Each time he returned to the material plane he gained masses of undead and brought them to the castle as protection. Plotting and growing stronger until one day he can conquer the material plane and hush the incessant thrum of mortal hearts. Thought of by many as just a story until it is too late 

Lair and Lair Actions

Within the dread hall castle of the abyss carithus has control of the area itself.

Spirits wail- Spirits surrounding the castle begin to wail in pain and anger. All creatures except for undead make a wisdom saving throw 15. On a fail the creature makes all attack rolls at disadvantage. 

Horrid stench fog- All creatures except for undead must make a DC 15 constitution Saving throw and take 3d6 poison damage. Half on a success.

Spectral chains- up to two creatures are lasowed by ghostly chains. They must make a DC 15 strength saving throw or become restrained until the beginning of the next round. The creatures may use their action to repeat the saving throw.

 

 

 

 

 

 

 

 

 

Monster Tags: Armorundead

Dasol

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