Gargantuan Undead, Neutral Good
Armor Class 17 natural armor
Hit Points 232 (15d20)
Speed 40 ft., Fly 50 ft. hover
STR
10 (+0)
DEX
26 (+8)
CON
20 (+5)
INT
16 (+3)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws DEX +14, CON +11, WIS +10
Skills Insight +10, Intimidation +12, Perception +10, Performance +12, Persuasion +12, Stealth +13, Survival +10
Damage Resistances Acid, Cold, Fire, Lightning, Radiant, Thunder
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Darkvision 60 ft., Passive Perception 20
Languages Abyssal, Common, Infernal --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Shadow Form. Angmarl  can enter a hostile creature's space and stop there. He can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth. While in dim light or darkness, Angmarl can take the Hide action as a bonus action.

Shade of Knight, Knight of Shades: Angmarl can possess an armor and use it like his physical body. Angmarl can use a bonus action to equip or unequip, attune or break attunement with any number of weapons, armors or shields. If the magic item require a specific condition for its attunement, he can ignore it for 1 minute. While using this feature, Angmarl loses his immunity in Grappled, Prone and Restrained.

While wearing an armor, Angmarl cannot use Life Drain but gains proficiency with improvised weapons and these benefit instead, depend on the armor he use:
Light Armor. Angmarl gains proficiency with simple weapon, shortsword and any kind of ranged weapon, his walking speed increase to 60ft also he can make 5 weapons attacks each turn when he takes Attack Action and gain Avoidance feature.
Medium Armor. Angmarl's Strength become 20 and his Dexterity reduces to 20. He gains proficiencies with simple, martial weapons and shield. He can make up to 4 weapon attacks each turns when he takes Attack Action and his weapon attacks score a critical hit on a roll of 19 or 20.
Heavy Armor. Amgmarl's Strength become 26 and his Dexterity reduces to 10 and he can't fly. He gains proficiencies with any simple, martial weapons and shield. He can make up to 3 weapon attack per turn when he takes Attack Action, he can also wield a Heavy weapon with one hand without disadvantages.

Gargantuan Nature. Angmarl's weapon attack deal thrice number of dice.

Magic Weapon. Angmarl's weapon attacks are magical.

Actions

Multiattack. Angmarl uses Abyssal Presence and makes 3 weapon attacks.

Life Drain. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: 26 (4d8 + 8) necrotic damage, and the target's Constitution score is reduced by 1d4. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

If a living creature dies from this attack, a new shade rises from the corpse 1d4 hours later.

Abyssal Presence. Each creature of the Angmarl's choice that is within 120 feet of the him and aware of him must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Angmarl's Abyssal Presence for the next 24 hours.

Possession (1/day). One living creature that Angmarl can see within 5 feet of him must succeed on a DC 20 Charisma saving throw or be possessed by him; he then disappears, and the target is incapacitated and loses control of its body. Angmarl now controls the body but doesn't deprive the target of awareness. He can't be targeted by any attack, spell, or other effect, and he retains his alignment, Intelligence, Wisdom, Charisma. He otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. But if it can wear armor, Angmarl can still gains benefit (but not the stat changes) of Shade of Knight, Knight of Shades.

The possession lasts until the body drops to 0 hit points, Angmarl ends it as a bonus action, or he is forced out by an effect like the dispel evil and good spell. When the possession ends, he reappears in an unoccupied space within 5 feet of the body. The target is immune to his Possession for 24 hours after succeeding on the saving throw or after the possession ends.

 

Reactions
Parry. Angmarl adds 6 to his AC against one melee attack that would hit him. To do so, Aurelia must see the attacker and be wielding a melee weapon.
Protection. When a creature Angmarl can see attacks a target other than him that is within 5 feet of him, he can impose disadvantage on the attack roll. Angmarl must be wielding a shield.

Description

Angmarl was a knight captain in a peaceful kingdom. He brought peace to his land by driving monsters away and hunting criminal. His life was filled with fighting, it taught him to be cautious and he learned to prepare himself within second in case of ambush. His heroic deeds was sung all over the land and he was respected and loved by his citizen. His life was perfect until the fated day comes, a calamity descended and brought forth the hellish flame that burned his homeland. He was unable to save anyone as the painful scream of the whole kingdom was the last thing he heard before death came to claim him, he swore to return and rebuild his beloved kingdom. Later, Angmarl returned to the living world not as a human, a hero, a knight but as a revenger, a shade working under a nameless demigod who share the common enemy with him.

Shade Creature. Angmarl's appearance is a giant mess of darkness that takes shape as a medium humanoid. Since his new body doesn't have a stable form, he will need someone to possess but a normal human is unlikely be able to contain his power. Therefore, his demigod give him the ability to possess armor instead.

Code of Honor. "I'll watch your back and you watch mine". Having lost everything once, Angmarl refuse to lose anyone again. He swear to protect his comrades and will volunteer to be a bait or even sacrifice himself when the time comes.

Brave. Angmarl will accept any dangerous mission as long as he received a proper reason, even if it is suicidal and can cost his life but he will refuse to kill children, innocent people and those who lost their will to fight.

Knowing Is Half The Battle, The Other Half Is Extreme Violence. As an old friend of war, Angmarl knows having a plan is important and will come up with a plan or follow any reasonable plan. However, the moment the plan goes wrong, he will do whatever he think is the best choice, normally neutralize every hostile force.

Undying Will. As long as the demigod can keep the promise to rebuild his kingdom, Angmarl will do his best to serve that master but if he learned that his master can't do that, he will feel betrayed or even attempt to kill that demigod.

Paradigm. Angmarl is the model of everyfollower in the church of the demigod who revived him.

Undead Nature. Angmarl doesn't require air, food, drink, or sleep.

Yrw

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