Multiattack. The Great Unclean One makes three longsword attacks.
Longsword. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) [slashing] damage.
Plague Sprout. Ranged Weapon Attack: +4 to hit, range 30/60 ft., two targets. Hit: 7 (2d8 - 1) [necrotic] damage.
The Great Unclean One 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. The Great Unclean One regains spent legendary actions at the start of its turn.
Longsword (Costs 1 Actions). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) [slashing] damage.
Barging (Costs 1 Actions). The Great Unclean One moves up to its speed without provoking opportunity attacks.
Summon Undead (Costs 3 Actions). The Great Unclean One calls up the enslaved undead bodies of those it has slain; 1d4 + 1 zombies arise in unoccupied spaces within 15 feet of the cadaver collector. The zombies act right after The Great Unclean One on the same initiative count and fight until they're destroyed.
Once The Great Unclean One goes below 50 hp, its speed becomes 0 and it goes into berserk mode. The Great Unclean One can take 4 mythic actions, choosing from the options below. Only one mythic action option can be used at a time and only at the end of another creature's turn. The Great Unclean One regains spent mythic actions at the start of its turn.
Plague Bombing (Costs 1 Actions). Ranged Weapon Attack: +4 to hit, range 60/90 ft., two targets. Hit: 7 (2d8 - 1) [necrotic] damage.
Summon Undead (Costs 2 Actions). The Great Unclean One calls up the enslaved undead bodies of those it has slain; 1d4 + 1 zombies arise in unoccupied spaces within 15 feet of the cadaver collector. The zombies act right after The Great Unclean One on the same initiative count and fight until they're destroyed.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the Great Unclean One takes a lair action to cause one of the following effects; the Great Unclean One can’t use the same effect two rounds in a row:
- Three clouds of acid each fill a 5-foot-radius sphere centered on a point the Great Unclean One chooses within 120 feet of it. The clouds spread around corners and remains until the Great Unclean One dismisses them as an action, uses this lair action again, or dies. The clouds are lightly obscured and spread with 5 feet each round. Any creature in a cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d10) acid damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d10) acid damage.
- The Great Unclean One absorbs the life force of up to two zombies within 120 feet of it. The zombies take necrotic damage equal to their remaining hit points. The Great Unclean One regains hit points equal to the amount of damage dealt this way.
Comments