Large Humanoid, Lawful Evil
Armor Class 18 Enchanted Cloth Gear
Hit Points 148 (16d12)
Speed 15 ft., Fly 40 ft.
STR
3 (-4)
DEX
3 (-4)
CON
20 (+5)
INT
20 (+5)
WIS
20 (+5)
CHA
11 (+0)
Saving Throws INT +8, WIS +8
Damage Vulnerabilities Bludgeoning, Fire, Radiant
Damage Resistances Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Cold, Necrotic, Psychic
Senses Blindsight 120ft, Darkvision 120ft, Truesight 120ft, Passive Perception 13
Languages All
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Magic Resistance. Advantage on saving throws against magical spells or effects.

Presence of the Mad. Every 1 hour, all creatures within 60 feet must make a wisdom saving throw, on a fail be frightened for 1 round and take 1d4 psychic damage, otherwise take 1d4 psychic damage.

Siphon. Half of all damage dealt is returned as health.

Spellcasting. The monster can cast any and all Argul spells of 3rd slot and lower as a cantrip. with +4 to attack.

Actions

Grasp of Death. Magical black tentacles are summoned from underground that hold a person, the person must make either a strength or dexterity save of DC 18 or higher or get dealt 1d12 damage. The effect lasts until the creature that is being held escapes. Only one can be active at a time.

Argul's Bolt of Hatred. RangedWeapon Attack: +3 to hit, range 30/60 ft., up to 3 targets. Hit: 16 (2d10 + 6) necrotic damage.

Reactions

Arcana Reflection (3/day). Reflect the spell at half power to the original caster, it is counted as a spell you casted. Afterwards, take 1d6 psychic damage.

Legendary Actions

 

Convoy of the Damned (1/day). Summon 15 eyes of the dead that all deal 1d4 damage each to a single target and afterwards explode, dealing an extra 1d4 damage each to any creature within 5ft of them.

Mythic Actions

if health dropped to 0, activate mythic ability on the next turn:

Soul Explosion (On death). A red mist of destruction explodes from the corpse of Argul, everyone within 120ft of the creature must make a dexterity saving check (DC 18) or suffer 6d12 necrotic damage. 

Description

Old, frail and bony, however everso magnificent in the realm of necromancy. Argul, Lord of Necromancy has fallen from grace. 

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.

Monster Tags: undead

Habitat: Underdark

UnknownPhilanthropist

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