Huge Swarm of Medium undead, Chaotic Evil
Armor Class 13 Natural Armor
Hit Points 290 (40d12 + 30)
Speed 120 ft.
STR
15 (+2)
DEX
12 (+1)
CON
20 (+5)
INT
13 (+1)
WIS
12 (+1)
CHA
7 (-2)
Saving Throws STR +7, CON +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Restrained
Senses Darkvision 60, Passive Perception 10
Languages All
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.

Countless Abortion. At the start of Ancestors' Vendetta turn, they must roll a 1d10, on the number rolled the Ancestors' Vendetta is healed by that type of damage until the end of their next turn.

  1. Poison
  2. Acid
  3. Fire
  4. Cold
  5. Radiant
  6. Necrotic
  7. Lightning
  8. Thunder
  9. Force
  10. Psychic
Actions

Necrotic Shot. A burst of necrotic is made form the center of the swarm barreling towards once creature that they can see. The creature must make a DC 15 Constitution save or take 6d4 Necrotic damage on a failed save and half as much on a successful save.

Multiattack. Ancestors' Vendetta can make two Claw attacks.

Claws of the Many. Melee Weapon Attack: +7 to hit, reach 0 ft., Three target. Hit: 12 (4d4 + 2) Magical Slashing damage.

Lair and Lair Actions

Deep within the bowels of a desecrated crypt, lies the souls of those that has been un-rightly disturbed.

Lair Actions

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

  • The Ancestors can cast the Telekinesis spell without the need of concentration and material components.
  • A Thick Fog rolls form the center of the swarm, filling up a 60 ft. cube. Any and all ranged attacks are made with disadvantage. This Fog
  • A 5 foot aura of ethereal sorrow exudes from the destroyed coffins in the room. Individuals who are within the aura must succeed a DC 16 Wisdom saving throw. Upon failure they take one point of exhaustion. If they succeed, they will become immune to the effect for one minute.
Talk_a_Tron

Comments

Posts Quoted:
Reply
Clear All Quotes