Large Undead, Any Evil Alignment
Armor Class 16 (Natural Armor)
Hit Points 102 (12d10 + 36)
Speed 30 ft., Burrow 10 ft., Swim 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws DEX +7, CON +6
Skills Perception +4, Stealth +7
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Poisoned
Senses Blindsight 60 ft., Passive Perception 14
Languages Telepathy 120 ft.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Turn Resistance. The Necro Vyper has advantage on saving throws against any effect that turns undead.

Actions

Multiattack. The Necro Vyper makes two attacks: one with its bite and one with its spit poison.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) necrotic damage.

Spit Poison. Ranged Weapon Attack: +7 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 16 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.

Necrotic Cloud (Recharge 5-6). The Necro Vyper launches a a necrotic cloud to a spot up to 30 ft. away. Each non-undead creature in a 20-foot-radius sphere centered on that point must make a DC 16 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one.

Any Medium or Small humanoid corpses caught in this cloud, become a wight under the Necro Vyper's control.

Any Medium or Small humanoid bones caught in this cloud, become a skeleton under the Necro Vyper's control.

Any newly raised undead take their turn immediately after the Necro Vyper.

Description

A creature, whose origin lies in the arcane experimentation of a powerful Necromancer, the Necro Vyper is imbued with many of the same necrotic powers as its creator.

A Necro Vyper is a large snake, with exposed bones protruding from underneath rotting flesh. Its eyes are a sickening yellow shade, often the last thing that any unfortunate victims will see before they perish. 

After being Awakened, the Necro Vyper learned much from its master, including how to entice unsuspecting adventurers to their dooms, and use necromantic magic to raise their corpses to protect its lair.

Now being released into the world at large, the Necro Vyper seeks to take over smaller towns and villages, all in service to its master.

Lair and Lair Actions

A Necro Vyper’s Lair

A Necro Vyper's lair is generally in hollowed out locales in a multitude of regions; as long as there is a dwelling of some sort nearby. The Necro Vyper can create its own lair via burrowing, or it can use the remains of an abandoned mine, or something similar. Whatever the venue, the Necro Vyper will ensure it has a maze of multiple chambers, to allow for escapes. This will also allow it to employ its favored guerrilla tactics, using a hit and run technique to kill off adventurers that may enter its lair.  A Necro Vyper encountered in its lair has a challenge rating of 9 (5,000 XP).

When the Necro Vyper chooses a city or town to begin to convert, it stays hidden at first, surveilling its target. Once satisfied, it will often begin ambushing lone patrols or travelers. If not noticed, it will continue to slowly build up its army of undead, bringing prey back to its lair to begin animating. The Necro Vyper will send whatever animated soldiers it has turned already to patrol the tunnels in its nest, leading to a formidable guard for its base. 

If its activities are noticed, however, the Necro Vyper will hide in wait for whatever extermination party is sent to kill it, confident in its burgeoning undead army, as well as its own combat prowess. If it feels the danger is too great, it may dash off to another tunnel, looking to escape and confuse pursuers. 

Lair Actions

On initiative count 20 (losing initiative ties), the Necro Vyper takes a lair action to cause one of the following effects; the Necro Vyper can’t use the same effect two rounds in a row:

  • Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round.
  • Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.
  • The Necro Vyper calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the Necro Vyper can see within 60 feet of it. The target must succeed on a DC 15 Constitution saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.

Regional Effects

The region containing a Necro Vyper’s lair is warped by the Necro Vyper's activities, which creates one or more of the following effects:

  • Hunters will find prey less common, as the Necro Vyper kills them off, in order to lure hunters into unknown areas.
  • Ghosts of victims are often seen wandering aimlessly within 1 mile of the lair.

If the Necro Vyper dies, these effects fade over the course of 1d8 days.

Monster Tags: undead

Habitat: DesertForestGrasslandSwampUnderdarkUrban

AdaptArchive

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