Medium unknown, Chaotic Evil
Armor Class 20 Natural Armor
Hit Points 234 (20d10 + 120)
Speed 60 ft., 15 in bright light, 30 in dim light, 60 in darkness
STR
6 (-2)
DEX
24 (+7)
CON
22 (+6)
INT
8 (-1)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws DEX +12, CON +11, WIS +9
Skills Perception +9, Stealth +17
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Darkvision 120 ft., Truesight 60 ft., Passive Perception 14
Languages Elvish, Undercommon
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Aggressive. As a bonus action, the Unleashed Incarnation can move up to its speed toward a hostile creature that it can see.

Amorphous. The Unleashed Incarnation can move through a space as narrow as 1 inch wide without squeezing.

Light Sensitivity. While in bright light, the Unleashed Incarnation has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. It also has disadvantage on Dexterity (Stealth) checks while in bright light

Regeneration. The Unleashed Incarnation regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the Unleashed Incarnation takes radiant damage or is in bright light, this trait doesn't function at the start of the creature's next turn.

Undead Fortitude. If damage reduces the Unleashed Incarnation to 0 hit points, it may make a Constitution saving throw with a DC of 5 + the damage taken, unless the creature is in bright light, the damage is radiant, or from a critical hit. On a success, the creature drops to 1 hit point instead.

ταerχιη (Pronounced: Te-u-shein). When the Unleashed Incarnation is "knocked unconcious," it returnes inside ταerχιη untill it is released by the weapon again.

Actions

Multiattack. The Unleashed Incarnation may make three attacks: Two with ταerχιη, one with Strength Drain.

Strength Drain. Melee Natural Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 31 (5d6+7) necrotic damage. The target of this attack must succeed on a DC 17 Wisdom save or have its strength reduced by 2d4.

ταerχιη. Melee Magical Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20  (2d10+8)

Possession (Once a Combat). One humanoid that the Unleashed Incarnation may see must succeed on a DC 18 Charisma saving throw or be possessed by the spirit. The possessed creature is considered incapacitated and cannot control its body, but it does not lose awareness of its own surroundings. The Unleashed Incarnation may not be targeted by any attack, spell, or other effects while it is possessing a creature. The Unleashed Incarnation must use the creatures statistics, choosing to use its own abilities, or those of the creature. The creature repeat the chariama saving throw on its initiative ciunt, adding a +2 modifier to the DC for each time it fails. On a successful save, the possession ends. Besides on a successful save, ths possession ends when the host creature drops to 0 hit points, an effect ends the possession, or the Unleashed Incarnation ends the possession with a bonus action. When the possession ends, the host creature takes a an amount of damage equal too 3d10 for each turn it was possessed (in turns). Upon the conclusion of that effect, the Unleashed Incarnation appears 5 feet in any direction adjacent to the creature it was possessing.

Bonus Actions

Consume Life. As a bonus action, the Unleashed Incarnation can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 17 Constitution saving throw against this magic or die. If the target dies, the creature regains 6d8+6.

End Possession. As a bonus action, the Unleashed Incarnation may end its possession of a creature. After the effect is finished, the Unleashed Incarnation apperates 5 feet adjacent to the creature that it was possessing.

Reactions

Reactive Nature. Using its reaction, the Unleashed Incarnation may attempt to parry a creature attacking it, imposing disadvantage on the attack roll. If it is successful, the Unleashed Incarnation may make an attack with ταerχιη with advantage. On a hit, the attack does an extra damage dice.

Legendary Actions

Legendary Actions. The Unleashed Incarnation may spend up to 3 legendary actions every initiative round, gaining all expended uses on its initiative count.

Shadow Meld. If the Unleashed Incarnation is in dim-light or darkness, it may take the hide action, rolling with advantage. 

Stunning Jab (Costs 2 actions). The Unleashed Incarnation may make an attack with ταerχιη, charging it with negative energy, to disrupt a creatures life force temporarily.

Negative Energy Flood (Costs 3 actions.. Any creature that is within 30 feet of the Unleashed Incarnation must succeed on a DC17 Constitution saving throw or take 14 (4d6) necrotic damage.  Undead are immune to this aura. The Unleashed Incarnation recovers half of the total damage dealt by this feature.

 

 

Habitat: Underdark

DarknessInZero

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