Medium Swarm of Medium undead, Lawful Evil
Armor Class 21
Hit Points 204 (17d10 + 102)
Speed
STR
16 (+3)
DEX
24 (+7)
CON
22 (+6)
INT
17 (+3)
WIS
20 (+5)
CHA
25 (+7)
Saving Throws DEX +12, CON +11, WIS +10
Damage Resistances Cold, Fire, Necrotic
Condition Immunities Charmed, Exhaustion, Frightened
Senses Passive Perception 24
Languages --
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

First Blood. Upon dropping to 136 HP, Kent impales themself with their blades, and creates an explosion of blood, coating the blades in their tainted blood. Any creature within 20 feet of this explosion must make a DC 17 Dex saving throw on a fail taking 1d10 necrotic damage and on a save halving the damage. At the start of their next turn, Bloody Comet automatically recharges and they immediately use

Burning Blood. Upon dropping to 68 HP, Lady Maria levitates into the air, absorbing all the blood in the area and imbuing her blades with fire. At the start of her next turn, Bloody Comet automatically recharges and she immediately uses it. Her melee attacks gain the property Reach 15, and she deals an additional 1d10 fire damage.it. Their melee attacks gain the property Reach 10, and they deals an additional 1d10 necrotic damage.

Control of the Realm. The realm that Kent is within is, with a few limitations, under their complete control. They can create any simple object that they can remember, control the laws of physics, and has special abilities in regards to the house itself - each of which can be used as a bonus action or reaction:

  • Block physical hit: Kent can manipulate the space around them (be creative with how) - giving themselves 3/4 cover from a direction using a bonus action (+5AC), full cover with an action from any number of directions (only the cover can be targeted when it is in the way) (including building a full cocoon of sorts), and half cover as a reaction. Each of these walls are created of whatever material is nearby, and splinter to pieces after blocking one hit (whenever an attack
  • Throw shit: Pulls something flavorful from the wall and hurls it at an opponent. This can target anyone in vision range of any of the live apparitions as a bonus action. On collision the object, whatever it explodes in a mass of blood - dealing 1d8 damage to anyone in a 5ft radius, and 1d6 to anyone directly hit. Ranged attack roll.

Home is where the Heart is. Within Kent's childhood home, they have spliced their apparition into several component pieces - pulling their soul into vessels that are channeling their strength. In each room that houses an apparition there is an aura that causes the true state of the house to be concealed - appearing as new and clean. Each entity has 15 HP and sits, stands, or is laying down with their eyes closed, hands clasped, whispering under their breath. Whenever one is killed - they dissipate into ash, and the true rotted state of the room is revealed turning the area into difficult terrain.

Multiattack. Kent makes three attacks with their Shortsword, they can replace one if these attacks with a shot from her Handcannon.

Shortsword. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 21 (3d6 + 7)

Handcannon. Ranged Weapon Attack: +6 to hit, reach 30/90ft., one target. Hit 20 (2d12 + 4)

Bloody Comet (Recharge 5-6). Kent merges with the house, and appears out of a point within 60 feet of their original position, creating an explosion of blood. Each creature within 10 feet of them makes a DC 17 dexterity saving throw, taking 10 (2d10) necrotic damage on a failed saving throw, or half as much on a successful one. This can only be done while First Blood is active. This can be used to switch places with any live or dead apparition in the house.

Actions

Action Name. Enter the description for your action.

Action Melee Attack. Melee Weapon Attack: +# to hit, reach # ft., # target. Hit: # (#d# + #) [damage type] damage. 

Action Ranged Attack. RangedWeapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Hunter's Bone. Kent uses Misty Step.

Parrying Shot. Kent makes one attack with their Handcannon. If the attack hits, the creature is Marked for Death until the end of Kent's next turn.

Visceral Attack. Kent makes a Melee attack against a creature Marked for Death. If the attack hits, it is an automatic critical hit.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
12/30/2021 2:31:34 AM
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Coming Soon
aedricdonovan

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