Medium unknown, Neutral Evil
Armor Class 14 Natural Armor
Hit Points 30 (10d8 + 5)
Speed 30 ft.
STR
19 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws CON +5, WIS +3
Damage Resistances Acid, Fire
Damage Immunities Necrotic, Poison
Condition Immunities Petrified, Poisoned, Prone
Senses Darkvision 60, Passive Perception 15
Languages Abyssal, Common, Draconic
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Innate Spellcasting. The Zombie Blaine OverLord spellcasting ability is Charisma (spell save DC 12). The Zombie Blaine OverLord can innately cast the following spells, requiring no material components:

Cantrips (at will): fire bolt, Ray of Frost, Chill Touch

1st level (4 slots): Shield, Ray of Sickness, Ice Knife

Magic Resistance. The Zombie Blaine OverLord has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Zombie Blaine OverLord weapon attacks are magical.

Actions

Multiattack. The Zombie Blaine OverLord can use its Hypnotic Gaze and makes three melee attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. or 8 (1d10 + 3) slashing damage if used with two hands.

Hypnotic Gaze. The Zombie Blaine OverLord eyes sparkle with opalescent light as it targets one creature it can see within 30 feet of it. If the target can see the Zombie Blaine OverLord, the target must succeed on a DC 14 Wisdom saving throw against this magic or be charmed until the end of the Zombie Blaine OverLord next turn. The charmed target is stunned. If the target’s saving throw is successful, the target is immune to the ultroloth’s gaze for the next 24 hours.

Pincer Staff. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the Zombie Blaine OverLord can’t use its pincer staff on another target.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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
12/10/2022 3:37:40 PM
1
1
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Coming Soon
GEORGEMBJARVIS

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