Special Trait Name: One with the shadows
Spellcasting. Xerath is a 20th level spellcaster. Its spellcasting ability is [19] (+12 to hit with spell attacks). Xerath has following requiring no materials
(At will): Animate dead , Summon undead, Speak with dead, life transference
1st:4 2nd:3 3rd:3 4th:3 5th:3 6th:2 7th:2 8th:1 9th:1
Blight
Inflict Wounds
Cause Fear
Toll the dead
Ray of Enfeeblement
Vampiric Touch
Time ravage
Clone
Horrid wilting
Tether essence
Action Name. Dual Action
Action Melee Attack. 1D8+9
Action Ranged Attack. Death Bolt 2d8+8 when successfully hit make a con(19) save if you fail you are paralyzed until your next turn
as a bonus action Xerath can choose to take a Shadow form giving disadvantage on all attack's until his next turn
Charges:5
as a bonus action Xerath can fly 60ft in the air
Xerath can attempt to fear all creatures in a 100 ft cone dc18(wis)
Reaction Name.
Shadown Sneak
as a reaction if xerath is dealt damage he can choose to corrupt the attacking character (DC 17 save)
If xerath is in shadow form and takes damage he can choose to heal 2d10 at the cost of his reaction
Charges: 5
Soul Forge
as a legendary action Xerath can channel his inner divinity and summon 1d6 husk zombies at will
after expending this action you cannot use it again until Xerath passes a con 21 save
if he uses 2 actions he can summon 1d8 husk zombies
if he uses 3 action he can summon 1d10 husk zombies
Soul Steal:
one time per combat session Xerath can look one creature in the eye and for One minute that creature sees Xerath as an ally
Soul Rend Xerath can choose to rip the soul from one character causing them to fall unconscious
they do not lose hp and must make a con save (18) to reawaken the this charecter must stark making death throws on its next turn
if hit with fatal dmg Xerath will detonate as a reaction giving all people 30 seconds to escape or take 15D12 (+20if you are in a 50 ft range) necrotic dmg if you are within 100 feet of the blast and fail a dex(17) saving throw
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.
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