Magic Resistance. Angran has advantage on saving throws against spells and other magical effects.
Marshal Undead. Unless Angran is incapacitated, he and undead creatures of his choice within 60 feet of him have advantage on saving throws against features that turn undead.
Legendary Resistance (3/Day). If Angran fails a saving throw, he can choose to succeed instead.
Spellcasting. Angran is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). He has the following spells prepared:
1st level (5 slots): command, compelled duel, searing smite, shield, inflict wounds, protection from evil and good
2nd level (4 slots): hold person, magic weapon, darkness, ray of enfeeblement, silence
3rd level (4 slots): dispel magic, elemental weapon, slow, vampiric touch, magic circle
4th level (3 slots): banishment, staggering smite, blight, banishment, shadow of moil
5th level (3 slots): destructive wave (necrotic), dominate person, planar binding, negative energy flood
Equipment. Angran wields a Fallen Avenger Greatsword. While wielding it, he has resistance to radiant damage and grants him an unholy aura with a 30 foot radius. The aura causes disadvantage to all saving throws against any spells or other magical effects for creatures that are not undead or fiends.
Multiattack. Angran makes three Fallen Avenger Greatsword attacks. Angran can use his teleport action and make a single attack with his Corrupt Avenger Greatsword in place of his normal multiattack.
Fallen Avenger Greatsword. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) slashing damage, plus 22 (4d10) necrotic damage.
Necrofire Orb (3/Day). Angran hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 22 Dexterity saving throw. The sphere spreads around corners. A creature takes 40 (12d6) fire damage and 40 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.
Teleport. Angran magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Orcus' Protection. Angran adds 6 to his AC against attack that would hit him. To do so, Angran must see the attacker.
Angran can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Angran regains spent legendary actions at the start of his turn.
Attack. Angran attacks once with his Fallen Avenger Greatsword.
Summon Undead (Costs 2 Actions). Angran draws upon the necrotic energies given to him by his master to summon 1d4 Flameskull.
Unholy Magic. Angran casts one of his spells of 3rd level or lower.
Teleport. Angran uses his Teleport action.
Description
When a paladin that falls from grace dies without seeking atonement, dark powers can transform the once-mortal knight into a hateful undead creature. A death knight is a skeletal warrior clad in fearsome plate armor. Beneath its helmet, one can see the knight’s skull with malevolent pinpoints of light burning in its eye sockets. However, Angran is far more than any mere death knight. Once a Herald of Orcus, he has ascended to even greater heights of power. Angran has distinguished himself above any and all servants to Orcus and become his Hand. With this most unholy of stations he has been granted some power of the arcane as well as absolute command of any other servants to the Prince of Undeath.
Eldritch Power. Angran retains the ability to cast divine spells as well as having been granted power of the arcane by his master. However, he is unable to use his magic to heal. Angran has risen to become the most favored of all of Orcus' servants, as such he has been granted power surpassing any other death knight or demon in his service. With this power, Angran commands vast amounts of undead and demons to further his master's plans. Angran is often seen riding into battle atop his favored mount, Desolation, a powerful Nightmare.
Immortal Until Redeemed. Angran can rise anew even after he has been destroyed at the command of his master. The soul of Angran is so deeply twisted and corrupted that it is deeply linked and connected to Orcus. A true act of redemption may weaken this link enough for his soul to be freed.
Undead Nature. Angran doesn’t require air, food, drink, or sleep.
Lair and Lair Actions
Angran spends most of his time traveling across the planes to further the plans and will of his master, however he has constructed a monstrous fortress for himself within Thanatos. Within the realm of Orcus' rule he plans and coordinates his next steps to bring eternal Undeath to the multiverse. The fortress of Aetrenus Sepulcre constantly swells with the screams of the tortured souls subjected to Angran's twisted tortures and punishment. Angran's personal legion of undead and demonic warriors roam the halls, constantly testing each other's might to prove their worthiness to ascend. It's walls constructed from an icy black material that seems to whisper and moan when you listen closely is actually imbued with fragments of claimed and tortured souls.
Lair Actions
On initiative count 20 (losing initiative ties), Angran can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
- Angran's voice booms throughout the fortress. His utterance causes two creatures of his choice to be subjected to command (save DC 20). Angran needn’t see the creature, but he must be aware that the individual is in the fortress.
- Angran causes up to three corpses within the lair to rise as wights. These undead obey his telepathic commands, which can reach anywhere in the lair.
- Angran causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 20 Strength saving throw or be restrained until the arms disappear or until Angran releases their grasp (no action required).
Regional Effects
The region containing Angran’s lair spreads the dark magic of his master and becomes warped by the Orcus’ magic, creating one or more of the following effects:
- Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.
- The air becomes filled with the stench of rotting flesh, and buzzing flies grow thick within the region, even when there is no carrion to be found.
- If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a blood-lusted madness and becomes filled with the overwhelming urge to purge any and all life. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.
If Orcus dies, these effects fade over the course of 1d10 days.
Previous Versions
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