Spellcasting. Ascyle is a 20th-level spellcaster. Its spellcasting ability is INT (spell save DC 24, +16 to hit with spell attacks). Ascyle has following Wizard spells prepared:
Cantrips (at will): Spare the Dying, Decompose
1st level (4): Case Fear, Inflict Wounds, Healing Word
2nd level (3): Wither and Bloom
3rd level (3): Animate Dead, Summon Undead, Spirit Shround, Mass Healing Word
4th level (3): Spirit of Death,
5th level (3): Dense Macabre, Raise Dead, Mass Cure Wounds
6th level (2): Harm, Create Undead
7th level (2): Tether Essence
9th level (1): Time Ravage, Power Word Heal
Necrotic Gaze. Ascyle makes eye contact with one target within range, the target must make a DC24 CON saving throw or suffer 10d6 necrotic damage and 2d8 psychic damage. Halved on a successful save. Range 180ft.
Shepherd's Herald Melee Weapon Attack: +19 to hit, reach 5 ft., # target. 4d8+10 bludgeoning damage and 4d6 necrotic damage.
Multiattack. Ascyle makes three attacks, only one of which can be a necrotic gaze.
Not Your Time. When a creature that Ascyle can see drops to 0hp, Ascyle can choose to heal that creature for half their total hit points. This can be used three times per day.
Ascyle is the god of death, war, and destruction. Though he remains peaceful with those who have already passed, he does not lack destructive power. Ascyle has four (4) legendary actions that he can take at initiative count 20,
I'm Not Done With You. (Costs 1 Action). One creature that Ascyle chooses will immediately drop to 0 hit points until their next turn, at which point they will be healed to full. They must then succeed a constitution (DC18) saving throw or become vulnerable to necrotic damage. This creature can re-roll this save at the beginning of each turn.
Reinforcements. (Costs 2 Actions). Skeletons rise from the ground in an unoccupied 5ft square, firing a barrage of arrows at Ascyle's command. The skeletons remain for three rounds, or until dispelled using a bonus action. Until dispelled, the skeletons can fire again at initiative count 20, if commanded to using an action on Ascyle's turn. Ranged Attack +17 to hit, 10d6 piercing damage and 2d8 necrotic damage.
Legendary Resistance. (Costs 1 Action). If you fail a saving throw you can choose to succeed instead.
Ascyle, being the god of death, is not keen on dying. When he is reduced to half his total hit points, he gains resistance to all damage, magical and non-magical. He also gains the following mythic action.
Recall Army. At any point after gaining this action, Ascyle can blow a ram's horn and dispel all undead in the area, returning to full health and losing resistance to magical attacks.
Description
Ascyle is a 15ft tall centaur with grey fur and no skin on his human portion. He carries a shepherd hook made of ash wood. He wears a grey cloak with no hood. He has long curled ram horns.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/1/2022 9:13:56 PM
|
1
|
1
|
--
|
Coming Soon
|
Comments