Medium Undead (Human), Lawful Evil
Armor Class 20 (Plate +2)
Hit Points 200 (20d8 + 100)
Speed 30 ft.
STR
20 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
10 (+0)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws STR +10, CON +10, WIS +8
Skills Perception +7
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 15
Languages Common (Cannot speak)
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Magic Resistance. Angaroth has advantage on saving throws against spells and other magical effects.

Indomitable (2/Day). Angaroth rerolls a failed saving throw.

Actions

Multiattack. Angaroth makes three Bloodsword attacks.

Bloodsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. On a successful hit, the target must make a DC 15 Constitution saving throw or suffer a vicious wound, losing an extra 14 (3d8) damage to blood loss, as Angaroth siphons the blood directly from their body.

Reactions

Battle Awareness. Angaroth may use both of his reactions once per round each.

Parry. Angaroth adds 6 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.

Blood Wall. Angaroth adds 6 to his AC against one ranged attack that would hit him. The blood around him shoots up into the air, forming a temporary shield against the projectile, before splashing back to the floor below.

Legendary Actions

Legendary Resistance (1/day). If Angaroth fails a saving throw, he can choose to succeed instead.

Description

An ancient warrior whose deeds have been forgotten by all but the most wisened scholars, Angaroth met his match long ago. Unbeknownst to the outside world, his broken body was forced into eternal servitude, protecting that which he sought initially to destroy. Since then, any and all who have entered into his domain have perished - the luckiest among these unfortunate souls never having laid eyes upon him.

Angaroth appears as a hardy looking fighter. His plate armor, once decorated very ornately with various gems and engravings, is now caked in the blood of any with the misfortune of entering into his chamber. A large greatsword oozes a constant stream of blood at his side. He kneels at the center of this room, one hand on his blade, laying in wait for his next victims.

Lair and Lair Actions

Long ago damned to serve as eternal protector of a place lost to time, Angaroth may only be encountered in his lair. Opening the door to his chamber reveals a large, circular room roughly 60 feet in diameter, with a ceiling 15 feet high and no light to be seen inside. A soft sheen on the floor may be seen by any with darkvision. Either lighting the area or stepping into the chamber will reveal that this is due to about an inch and a half of blood covering the ground, with some caked onto the walls and ceiling in various splatter patterns. A constant stream of fresh blood can be seen streaming from various points in the walls, ensuring that there is always blood in the room. Upon anyone entering the room, a large stone slab will begin to lower above the doorway, sealing his victims inside until the end of the battle.

Lair Actions

On initiative count 20 (losing initiative ties), Angaroth takes a lair action to cause one of the following effects; Angaroth can’t use the same effect two rounds in a row:

  • Angaroth attempts to magically draw out more blood from any present within the chamber. Any creature with an open wound must succeed a DC 15 Constitution saving throw, losing 12 (2d10) hit points to blood loss on a failed save, or half as much on as successful save.
  • Angaroth calls upon foul magicks to create a bloody version of himself in a location of his choosing. This avatar congeals from the blood in the room and immediately makes a Bloodsword attack using Angaroth's stat block. It then fades, splashing back into the floor.
  • Angaroth manipulates the blood on the ground to attempt to move one creature. Any creature targeted must make a DC 13 Strength saving throw or be pulled by a sudden rush of blood beneath their feet. Angaroth may move them up to 15 feet in the direction of his choosing. This saving throw is made at disadvantage if the target is below half of their maximum hit points. He may choose to move himself with this lair action.

Regional Effects

The long lost crypt containing Angaroth's lair is specifically engineered and enchanted to siphon all blood into his chamber, which creates one or more of the following effects:

  • All blood spilled while within the crypt will soon find a way to seep into the cracks of the walls and floor, swiftly being transported to where he resides.
  • Healing spells are only half as effective while within the crypt, and bleeding can only be staunched by magical means

If Angaroth dies, these effects fade immediately.

Previous Versions

Name Date Modified Views Adds Version Actions
7/11/2021 6:00:15 PM
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7/11/2021 6:35:09 PM
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1.2
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Monster Tags: undeadHuman

WZRD_89

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