Medium swarm of Medium undead, Any Evil Alignment
Armor Class 19 Plate
Hit Points 67 (10d8)
Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
17 (+3)
INT
15 (+2)
WIS
16 (+3)
CHA
13 (+1)
Skills Intimidation +1
Damage Resistances Radiant
Damage Immunities Necrotic
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 120 Ft, Passive Perception 13
Languages Common , Demonic
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

 Unholy Sense

As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 2 times per long rest.

Unholy Sense: 1 Action
Uses: 2/Long Rest
 
 
 
Defense

While you are wearing armor, you gain a +1 bonus to AC.

Spellcasting

You can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 12, Spell Attack +4). You can use a unholy symbol as a spellcasting focus.

 
 Oath Spells

You gain oath spells based on your level that are always prepared and don't count against your daily number of prepared spells.

   
Aura of Protection range 10 feet

While you are conscious, you grant all friendly creatures (including you) within 10 ft. a +1 bonus to all saving throws.

Aura of Devotion range 10 feet

While you are conscious, friendly creatures (including you) within 10 ft. can't be charmed. 


Channel Arcane Power

Your oath allows you to channel Arcane energy to fuel magical effects. When you use your Channel Arcane Power, you choose which option to use. You must then finish a short or long rest to use your Channel Arcane Power again. Some Channel Arcane effects require saving throws (DC 12).

/Short Rest

 
Actions
Extra Attack. You can attack twice, instead of once, whenever you take the Attack action on your turn.

Multi attack. 2 with Scimitar of Wounding

Scimitar of Wounding. Melee Weapon Attack: +7 to hit, reach 5 ft., # target. Hit: # (1d4 + 4) [Slashing] damage.

Scimitar of Wounding. Melee Weapon Attack: +7 to hit, reach 5 ft., # target. Hit: # (1d4 + 4) [Slashing] damage.

Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

Bonus Actions
Arcane Smite

When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra Necrotic damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against Clerics or Celestials (max 6d8 total).

Arcane Smite: 4Lv 1, 3Lv2
 
Harness Arcane Power

You can expend a use of your Channel Arcane Power to fuel your spells. As a bonus action, you touch your unholy symbol, utter a prayer, and regain one expended spell slot, which can be no higher than level 2. You regain all expended uses when you finish a long rest.

Harness Arcane Power: 1 Bonus Action
Uses:2/Long Rest
 
Arcane Health

You are immune to disease and Posion.

Unholy Oath
 
Oath of Devotion
Channel Divinity: 1 Action/Short Rest
 
Channel Arcane Powers

You gain two Channel Arcane Powers options:

Cursed Weapon - As an action you can imbue a weapon with Negative energy. For 1 minute, the weapon is considered magical, you add +1 to attack rolls, it emits Black aura. You can end the effect as part of any other action, if you are no longer holding the weapon, or if you fall unconscious.

Turn the holy - As an action, you can censure Clerics and Celestials. Each Celestial or Cleric that can see or hear you within 30 ft. must make a WIS saving throw (DC 12). On failure, it is turned for 1 minute or until it takes damage.

Channel Arcane Power: Cursed Weapon: 1 Action
Channel Arcane Power: Turn the holy: 1 Action

Monster Tags: undead

Habitat: Forest

Tanker_Skull1997

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