Varied Alignment. Afterblins are 85% Lawful evil but are sometimes 15% neutral good.
Undead Fortitude. If damage reduces the afterblin to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the afterblin drops to 1 hit point instead.
Lesser Magic Resistance. Whenever the afterblin rolls a saving throw or check for a magical effect, the number it rolls is increased by 0 + its consitution modifier.
Bite. Melee Weapon Attack: +5 to hit, reach 3 ft., 1 target. Hit: 6 (1d6+4) piercing damage and 3 (1d4+2) force damage.
Fist. Melee Weapon Attack: +5 to hit, reach 4 ft., 1 target. Hit: 5 (1d6+3) bludgeoning damage and 2 force damage.
Barbed Tail. Melee Weapon Attack: +5 to hit, reach 8 ft., 1 target. Hit: 7 (1d8+4) bludgeoning damage and 3 (1d4+2) piercing damage.
Tail Spine Shot. RangedWeapon Attack: +6 to hit, range 15/30 ft., 1 target. Hit: 4 (1d6+2) piercing damage and the target must make a DC 13 Constitution saving throw or take 11 (2d6+4) poison damage on a failed save, or half as much on a successful one.
Stinger. Melee Weapon Attack: +5 to hit, reach 8 ft., 1 target. Hit: 5 (1d6+3) piercing damage and the target must make a DC 14 Constitution saving throw or be poisoned. While poisoned in this way, the target automatically fails any and all saving throws and checks for minor or lesser magical effects.
Spiked Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 7 (1d8+3) bludgeoning damage and 6 (1d8+2) piercing damage. If the target is size Medium or smaller, it must make a DC 14 Strength saving throw or be knocked prone until the afterblin's next turn or until the target or something else uses an action or bonus action to help the target get to its feet..
Magical Energy Blast. RangedWeapon Attack: +6 to hit, range 30/65 ft. in a line. Hit: 11 (2d6+3) force damage. The target must make a DC 13 Constitution (Arcana) check/saving throw or have all of its modifiers for its stats (STR, DEX, CON, WIS, INT, CHA) be decreased by 2. This effect lasts until 3 hours after the afterblin has died. After using this attack, the afterblin must recharge it's magical energy and cannot use its energy blast, summon undead, or crackling bolt on its next turn.
Summon Undead. If the afterblin is lawful evil alignment, it automatically summons either 2d4 crawling claws, 2d4 zombie lizards, or 2d4 zombie rats. If the afterblin is neutral good alignment, it automatically summons either 2d4 zombie puppies or 2d4 zombie kittens (zombie kittens and zombie puppies have the same stats as a cat and/or a puppy).
Crackling Bolt. RangedWeapon Attack: +6 to hit, range 40/75 ft., 1 target Hit: 9 (2d6+2) lightning damage and 6 (1d8+2) force damage. The target must make a DC 12 Constitution saving throw or be paralyzed until the afterblin's next turn.
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