Armor Class 22 Full-Plate
Hit Points 183 (16d12 + 7)
Speed 80 ft., Climb 40 ft.
STR
19 (+4)
DEX
24 (+7)
CON
18 (+4)
INT
20 (+5)
WIS
21 (+5)
CHA
9 (-1)
Saving Throws DEX +13
Skills Acrobatics +7, Athletics +4, Intimidation +10
Damage Immunities Necrotic; Bludgeoning, Piercing, and Slashing that is Nonmagical
Condition Immunities Charmed, Frightened, Poisoned
Senses Passive Perception 14
Languages Only languages it knew in life
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Rage(1/day). When Malekith/ Beast Clergyman hits half health, he gets access to the following attacks marked: ''Phase 2''
 
Magic Resistance- Immune to Non-Magical Weapon Attacks

Magical Integrity- Unaffected by spell lower than 2nd level(and 1rst level spells used with 2nd level spell slots).

 

Actions

Forward Ground Stab. Lunges forward a short distance to stab the ground.
Melee Weapon Attack: +3 to hit, reach 15ft. 1 target. Hit:8(2D6) Slashing damage.

 Slash and Stab. Quickly slashes in front of him followed by a forward stab
Melee Weapon Attack: Dexterity Saving Throw DC 17, reach 15ft., 1 target. Hit: 15(3d6+3) Slashing damage.

Bestial Sling. Clergyman/Malekith collects rocks from the ground with his hand and throws them at the selected players. Ranged Attack: +6 to hit, range 20/80 ft., 2 targets. Hit: 14 (2d8 +2) Bludgeoning damage.

Bestial Sling Variant 2. Clergyman/Malekith Swiftly circles the player and collects rocks while jumping and throws them as soon as he lands. Ranged Attack: +8 to hit, range 15/60 ft., 1 target. Hit: 19 (2d12 + 5) Bludgeoning damage.

Beast Sling Variant 3. Clergyman/Malekith executes a ''Forward Ground Stab'' but follows it up with a ''Bestial Sling'' directly afterwards.
 Ranged/Melee Multi-Attack: +7 to hit.

Summoning Roar(Phase 2). As an action, Malekith can summon 1D8+2 Undead Duergar(Use Duergar statblock). (Recharge 5-6)

Piledriver(Phase 2). He jumps into the air and lands(10ft. farther away than where he was)on his sword which is followed by an AOE explosion(Anybody within 5ft).
Melee Weapon Attack: Dexterity Saving Throw DC 16, Hit: 18 (1d20 + 3) Necrotic damage.

Black Blade(Phase 2). Backflips into the air and slashes his sword at the player, blades will shoot from the blade towards the targeted player at high speeds, then Malekith follows up with a ''Piledriver''. 
Melee Weapon Attack: +8 to hit, 1 target, Hit: 28 (4d8 +4) Necrotic damage.

Destined Death(Phase 2). The most punishable attack, he slashes the floor in front of him and follows it with a overhead slam leaving his back exposed(Can't attack or use Legendary actions next turn).
Melee Weapon Attack: +10 to hit, 1 target, Hit: 49(7D8+4) Necrotic damage

Reactions

Spinning Slash(Phase 2). When a creature attacks Malekith from 5/10ft. Malekith spins his sword to anyone within 5/10ft. who doesn't succeed in a DC 13 Dexterity Saving Throws. Melee Weapon Attack: Hit:7(1D6+3) Necrotic Damage.

Legendary Actions

Malekith/Clergyman can do a Legendary Acton at the end of a players turn.(2/round)

Unexpected Death. (Can only be used if Malekith/Clergyman has entered Phase 2)
Malekith uses a Phase 2 attack.

Dark Aid. (Can only be used if Malekith/Clergyman is still in Phase 1)
Clergyman uses his dark power to heal 2D6 damage.

Description

Clergyman form: A massive hooded figure, with a gigantic form.

Malekith the Black Blade:  A mutated wolf-looking giant, with half plate, and a glowing red sword.

Lair and Lair Actions

A castle ruin
Arena description: a circular 200x200ft. plain stone brick( with some cracks) floor, with four 25x25ft. pillars in the middle area of the arena

Lair Actions

On initiative count 20 (losing initiative ties),Malekith at Phase 2 takes a lair action to cause one of the following effects:

  • Pillar Barrage. Malekith/Clergyman jumps between all four pillars of the arena, delivering  1 slash between each pillar to anybody within 5/15ft. near a pillar.
    Melee Weapon Attack: +7 Black (Blade Action)

Regional Effects

The region containing Malekith the Black Blade’s lair is cursed, which creates all of the following effects:

  • Any area within within 1 mile from Malekith's lair is extremely foggy

If the Malekith dies, these effects fade over the course of 1d12 days.

Previous Versions

Name Date Modified Views Adds Version Actions
8/1/2022 9:14:18 PM
13
2
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Habitat: GrasslandMountain

WizardBuddy

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