Large Undead, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 164 (22d10 + 44)
Speed 40 ft.
STR
20 (+5)
DEX
16 (+3)
CON
16 (+3)
INT
18 (+4)
WIS
14 (+2)
CHA
9 (-1)
Saving Throws STR +10, DEX +8, CON +8, WIS +7
Skills Arcana +6, Perception +6, Stealth +7
Damage Resistances Cold, Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 120 ft., Passive Perception 19
Languages Common plus any language it's master knows. Common plus the main language of its master
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Rejuvenation. While its master lives, a destroyed Priest of Nazgren gains a new body in 1d10 hours, with all its hit points. The new body appears within 1 mile of the Priest of Nazgren's master.

The Scent of Blood. If any creature within sixty feet of the Priest of Nazgren does not have their maximum hit points, he gains true-sight against them, along with knowledge of how injured they are.

Nemesis. When a creature lands a critical hit on the Priest of Nazgren, they become his nemesis. Priest of Nazgren has an advantage on attacks against his nemesis, and his strikes against them are critical on a 19. He can have one nemesis at a time.

Ring of Haste. As a gift from its master it was given a ring of Haste to assist it in its duties protecting "The Seed of Darkness".

Actions

Multiattack. The Priest of Nazgren makes two claw attacks.

Piercing Claw. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 20 (3d10 + 5)  piercing damage. If the target is a creature, the Priest of Nazgren can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). The Priest of Nazgren has two claws. While a claw grapples a target, the claw can attack only that target.

Shadow Jump. If the Priest of Nazgren is in dim light or darkness, each creature of the Priest of Nazgren's choice within 5 feet of it must succeed on a DC 16 Constitution saving throw or take 30 (4d12) necrotic damage.   The Priest of Nazgren then magically teleports up to 120 feet to an unoccupied space it can see. It can bring one creature it’s grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness.

Maul. The Priest of Nazgren leaps upon a creature, tearing at their flesh with tooth and claw. The creature must make a DC 19 Dex save or take 20 (3d10 + 5) points of slashing damage and be knocked prone.  The Priest of Nazgren heals all damage done to that creature. 

Bonus Actions

Sample the Meat. As a bonus action, the Priest of Nazgren tastes the blood from his claw, cursing his victim.  The Last creature he struck must subtract 1d4 from all of their rolls until the Priest of Nazgren's next turn. 

Reactions

Deadly Reach. In response to a visible enemy moving into its reach, the Priest of Nazgren makes one claw attack against that enemy. If the attack hits, the Priest of Nazgren can make a second claw attack against the target.

Legendary Actions

The Priest of Nazgren has four legendary actions. 

Legendary Resistance (3/Day). If the Priest of Nazgren fails a saving throw, it can choose to succeed instead.

Silence the Offender (Costs 3 actions) If the Priest of Nazgren has a medium or smaller creature grappled, he can spend the required legendary actions to attempt to rip out their tongue.  The Priest of Nazgren and his victim must make opposing strength rolls. If the Priest of Nazgren wins, he tears it out of their mouth dealing 3d6 points of damage. 

A creature without a tongue cannot speak languages that require the use of a tongue, and they cannot cast spells that require verbal components. This lasts until they are healed by Greater Restoration or Regenerate. 

Each time Nazgren makes an offering to The Tree of Death “Yggdrasil's Bane” by bringing it a grappled creature to drain he progresses down the phases listed below:

You Are In My Domain! (Phase 1). The Priest of Nazgren emits darkness from its own evil form. Within 300 feet of the Priest of Nazgren, all bright light becomes dim light and all dim light becomes darkness. This effect persists for 1 hour or until the Priest of Nazgren dies.

Rise From Your Grave! (Phase 2). The Priest of Nazgren deals 5 (1d6 + 2) piercing damage to itself and summons an equal number of skeletons from the Shadowfell. The Priest of Nazgren is not resistant to this damage. These creatures appear in unoccupied spaces within 30 ft of the Priest of Nazgren and act on the Priest of Nazgren's initiative.

Welcome to Your Doom! (Phase 3). The furious Priest of Nazgren sprays its rotten blood in a 20 ft. cone in front of it. All creatures must make a DC 16 DEX save or take 5d12 necrotic damage and become poisoned.

Description

Shadow Stealth. While in dim light or darkness, the Priest of Nazgren can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, the Priest of Nazgren has disadvantage on attack rolls, ability checks, and saving throws.

Turn Resistance. The Priest of Nazgren has advantage on saving throws against any effect that turns undead.

Shadarwar19

Comments

Posts Quoted:
Reply
Clear All Quotes