Medium Humanoid (Triton), Neutral Evil
AC 17 Shells    Initiative +5 (15)
HP 150 (20d8 + 60)
Speed 40 ft.
Mod Save
STR 18 +4 +4
DEX 20 +5 +5
CON 16 +3 +3
Mod Save
INT 14 +2 +2
WIS 12 +1 +1
CHA 14 +2 +2
Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Charmed, Deafened, Exhaustion, Frightened, Invisible, Paralyzed, Petrified, Prone, Restrained, Stunned
Gear Ring of Calming Waves that drops.
Senses Darkvision 120, Passive Perception 10
Languages Common, Primordial
CR 16 (XP 15,000; PB +5)
Traits

Legendary Resistance (3/Day). If High Warlord Naj'entus fails a saving throw, it can choose to succeed instead.

Ready to Fight. High Warlord Naj'entus has advantage on initiative rolls.

Shielded. High Warlord Naj'entus starts the fight with his Tidal Shield on and ready for a second usage.

Actions

Multiattack. High Warlord Naj'entus makes two attacks, one Impaling Spine and one Attack or two Attacks.

Attack. Melee Weapon Attack: +9 to hit, one creature. Hit: High Warlord Naj'entus attacks the nearest target with his coral hand doing 12 (2d8+4) bludgeoning damage.

Impaling Spine. Weapon Attack: +10 to hit, one creature, 120ft range. Hit: High Warlord Naj'entus throw one special spine from his body to one target impaling it (not the main target) doing 21 (4d8+5) piercing damage to that target. That target is also stunned  (overwrites any resistance) and will loose 8 (2d8) Hit Points due to blood loss at the end of that target's turn. The stunned condition cannot be removed in any way. The condition is removed only by removing the spine. The spine lasts 3 turns and it magically disappear, or else, another creature needs to use its action of the turn to remove the spine and free the target. When a creature frees the target in this way, it will gain a Naj'entus Spine magical item.

Reactions

Tidal Shield  (Recharge 4-6). Can be used only when the last shield is broken. High Warlord Naj'entus shield himself for 200 hit points. The shield can be broken doing damage to it or using a Naj'entus Spine. If it will be broken by Naj'entus Spine, the shield will explode and any creature (High Warlord Naj'entus exluded) in a circular area of 70ft  radiuous centered on High Warlord Naj'entu must make a DC 20 Constitution saving throw receiving 30 (5d12) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Total 2 actions per turn.

Needle Spine (Costs #1 Actions). Ranged Weapon Attack: +10 to hit, one creature, 120ft range. Hit: High Warlord Naj'entus throw one of his spine to one target doing 17 (3d8 +5) piercing damage to that player. Also it will deal 9 (1d8+5) bludgeoning damage to any creature in an area of 5ft from the target.

Description

High Warlord Naj'entus is a blue Triton, trusted champion of Lady Vashj, one of the allies of Illidan Stormrage. He patrols the sewers of the Black Temple is the first boss of the Black Temple. The fight is an extremely cooperative fight since he will shields himself frequently and the correct way to broke the shield is using one of the item that will be provided by one of his action, but broken the shield will result in a massive aoe damage that can be hard to sustain frequently. All his attack are considered as done by magical weapons.

Lair and Lair Actions

Regional Effects

The region containing a legendary Illidan Stormrage’s lair (Black Temple) is wicked by his evil power, which creates the following effects:

  • There is an everlasting night
  • Some violet thunder will be created out of nowhere hitting items for 4 (1d8) lightning damage. The items cannot be destroyed by the thunder. Can hit also creature that stands near or on top of the items, but not the various demons in the region. Only works outdoor.

If Illidan Stormrage dies, these effects fade over the course of 2 years.

Monster Tags: Misc CreatureNagahumanoid

Habitat: ArcticCoastalUnderdarkUnderwaterUrban

NeoEden89

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