Large Undead, Lawful Evil
Armor Class 25 (natural armor)
Hit Points 395 (36d10 + 197)
Speed 25 ft., Fly 15 ft. (hover)
STR
25 (+7)
DEX
22 (+6)
CON
24 (+7)
INT
23 (+6)
WIS
22 (+6)
CHA
27 (+8)
Saving Throws STR +16, DEX +15, WIS +15, CHA +17
Skills Athletics +25, Deception +18, Intimidation +27, Perception +15, Stealth +15
Damage Vulnerabilities Fire
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 120, Tremorsense 60, Passive Perception 25
Languages Common, Divine
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Deadly Stench. Any creature that starts its turn within 10 feet of Uradin must succeed on a DC 24 Constitution saving throw, or take 11 (2d10) acid damage and be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to Uradin's stench for 24 hours.

Defy Death. If damage reduces Uradin to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, he regains 16 (2d8 + 7) hit points at the start of his next turn.

Dread Smite (5/Day). Once per turn, when Uradin hits a creature with a weapon attack, he can deal an extra 49 (11d8) necrotic damage.

Keen Hearing and Smell. Uradin has advantage on Wisdom (Perception) checks that rely on hearing and smell.

Legendary Resistance (5/Day). If Uradin fails a saving throw, he can choose to succeed instead.

Partially Blind. Uradin has disadvantage on Wisdom (Perception) checks using his sight, made to detect things more than 30 feet away.

Special Equipment. Uradin carries a magical battleaxe named Executioner Axe. It is +3 battleaxe.

Spider Climb. Uradin can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Rejuvenation. If Uradin dies, his body is destroyed bit his essence lingers, gaining a new body for itself in 3d10 days if his heart is intact. If his heart was destroyed, his essence travels back into his domain, gaining a body in 2d100 days instead. The new body appears within 5 feet of Uradin's heart. When the new body is complete, Uradin regains all his hit points and becomes active again.

Undying Nature. Uradin cannot be aged magically, although he can still die of old age. Additionally he does not require air, food, drink or sleep.

Actions

Multiattack. Uradin uses his Reveal, or Decay, he then makes two attacks with his Executioner Axe.

Executioner Axe. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 19 (2d8 + 10) slashing damage, or 21 (2d10 + 10) slashing damage if used two handed, plus 31 (9d6) necrotic damage. If the target is a creature, it must succeed on a DC 24 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Reveal. Uradin removes his mask, revealing his rotting face, targeting a creature he can see within 30 feet of him. If the creature can see Uradin, it must succeed on a DC Wisdom saving throw or be frightened until the end of Uradin's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. If a target’s saving throw is successful or the effect ends for it, the target is immune to Uradin’s Reveal for the next 24 hours.

Decay. Uradin disintegrates a nonmagical object he can touch 5 feet of him. If the object isn't being worn or carried, the touch destroys a 5-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 23 Dexterity saving throw to avoid Uradin's touch. If the object touched is either a piece armor or a shield being worn or carried, it takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held weapon, it takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.

Legendary Actions

Aspect of Uradin 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. Aspect of Uradin regains spent legendary actions at the start of its turn.

Executioner Axe. Uradin makes one Executioner Axe attack.

Relentless (Costs 2 Actions). Uradin moves twice his speed, and hits a creature with a melee weapon attack.

Whirlwind of Sand (Costs 2 Actions). Uradin magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to his normal form. While in whirlwind form, Uradin is immune to all damage, and he can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by Uradin remain in his possession.

Lair and Lair Actions

Lair Actions.

While Uradin is in the Scorched Pyramid, he can take lair actions as long as he isn't incapacitated.

On initiative count 20 (losing initiative ties), Uradin can take one of the following lair action options, or forgo using any of them in that round:

  • Until initiative count 20 of the next round, Uradin can pass through solid walls, doors, ceilings, and floors as if they weren’t there.
  • Uradin rearranges the internal architecture, and structure of the Pyramid, changing the direction of corridors and passageways, changing five doors with walls and five walls with doors, or swapping the locations of two rooms within the pyramid.
  • Uradin curses any number of creatures he can see within 30 feet of him with rot. The cursed targets can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by a greater restoration, or remove curse spell.

Regional Effects.

The region around Uradin's pyramid is warped by his vengeful spirit, creating the following magical effects:

  • Within 4 miles of the pyramid the grounds are scoured by dust devils and mummies.
  • Raging sandstorms swirl the land within 4 miles of the pyramid, making visibility heavily obscured.
  • Hidden quicksand form in and around the pyramid. A quicksand can be spotted from a safe distance with a successful DC 24 Wisdom (Perception) check. Otherwise, the first creature to step on the quickasand must succeed on a DC 22 Dexterity saving throw or become restrained by it, sinking 5 feet at the start of each of its turns. A creature can repeat the saving throw at the end of each of its turns, managing to pull itself out on a successful save.

When Uradin dies, the dust devils and mummies disappear immediately, and the sandstorms abate within 1d10 days. Any quicksand remain where they are.

Uldin250

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