Large Humanoid (Human), Lawful Evil
Armor Class 18 Unnatural
Hit Points 225 (5d6 + 16)
Speed 15 ft.
STR
20 (+5)
DEX
17 (+3)
CON
25 (+7)
INT
12 (+1)
WIS
22 (+6)
CHA
14 (+2)
Saving Throws CON +13, WIS +12
Skills Intimidation +5, Persuasion +8
Damage Immunities Lightning, Necrotic, Psychic
Condition Immunities Blinded, Frightened, Petrified, Stunned, Unconscious
Senses Truesight, Passive Perception 21
Languages Common, Druidic, Infernal
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Spellcasting. The Undertaker is a 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +9 to hit with spell attacks). The necromancer has the following wizard spells prepared:

Cantrips (at will): chill touch, dancing lights, ray of frost, mage hand, mending, shocking grasp

1st level (4 slots): false life*, mage armor, ray of sickness*, shield

2nd level (3 slots): blindness/deafness*, misty step, ray of enfeeblement*, scorching ray, web

3rd level (3 slots): animate dead*, bestow curse*, counterspell, Dispel Magic, fireball, summon undead*, vampiric touch*

4th level (3 slots): blight*, dimension door, stoneskin

5th level (2 slots): Bigby’s hand, cloudkill, seeming, danse macabre

6th level (1 slot): circle of death*, contingency, create undead*, disintegrate, 

7th level (1 slot): finger of death*, plane shift, power word pain, simulacrum, teleport

 8th Level (1 slot): Clone

9th Level (1 slot): True Resurrection 

*Necromancy spell of 1st level or higher

Grim Harvest (1/Turn). When The Undertaker kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell’s level, or three times if it is a necromancy spell.

Actions

Fists. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 6) bludgeoning damage. 

Bonus Actions

 Eye Roll. The undertaker's eyes have the ability to go white, illuminating a eerie white glow. 

Reactions

Sit Up - When Knocked Prone, The Undertaker can use a reaction to sit up forcing all enemies within a 10 foot radius to move backwards 5 feet. The reaction finishes with The Undertaker standing.

Legendary Actions

Choke Slam. Melee Attack: +10 to hit, reach 5 ft., one creature. Hit: 25 (4d6 + 8) bludgeoning damage. The Undertaker grabs target by the neck, raises them overhead by one arm and drives their body into the ground. On hit the target must make a DC20 constitution saving throw. On fail, the target Knocked prone and stunned for their next turn.  

Tombstone Piledriver. Melee Attack: +10 to hit, reach 5 ft., one creature. Hit: 25 (4d6 + 8) bludgeoning damage. The Undertaker grabs target, picks them up, inverts their body and drives their skull into the ground. The Undertaker then places their hands in a "prayer pose" before releasing the target. On hit the target must make a DC20 constitution saving throw. On fail, the target Knocked prone and stunned for their next turn.  

Description

Fearsome, menacing, eerie. Cain The Undertaker has a presence about him that commands respect. A Necromancer who lingers between the veil of life and death, he is the epitome of darkness. Shrouded in Black cloaks, he stands nearly 7 feet tall and weighing 300lbs. He is ancient and weary but allows things around him to live and let live. Willing to help those in need so as long as they are respectful.   

Lair and Lair Actions

 

 

Monster Tags: undead

Dracallo

Comments

Posts Quoted:
Reply
Clear All Quotes