Medium Undead, Lawful Evil
Armor Class 16
Hit Points 5 (2d4)
Speed 35 ft., This speed is for hovering
STR
11 (+0)
DEX
14 (+2)
CON
13 (+1)
INT
11 (+0)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws CHA +3
Condition Immunities Exhaustion
Senses Darkvision 100 ft., Passive Perception 13
Languages All languages but can't speak.
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Agent of Death's Resistance. Whenever an attack hits this creature, this Agent of Death only takes 1 damage. This damage cannot be increased or decreased by any means.

Agent of Death's Vulnerability. Whenever a critical attack hits this creature, it must make a DC 14 Constitution saving throw or be stunned until this Agent's next turn.

Actions

Multiattack. This creature makes two Death Strike attacks and one Skull Missile attack.

Death Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit 8 (1d12 + 2) bludgeoning damage and 3 (1d4 +1) necrotic damage.

Skull Missile. Ranged  Spell Attack: +5 to hit, range 30/50 ft., 1 target. Hit 9 (2d6 + 2) Necrotic damage.

Reactions

Agent of Death's Revenge. When this Agent dies, it can use one last reaction to move up to 50 ft. and use one Death Strike attack.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

An Agent of Death is a summoned creature that embodies the obedience and loyalty of death. They wield shadowy gauntlets that siphon life from other creatures and also have the ability to launch skulls from them that hit enemies and deal heavy harm. These creatures are harder to defeat because of their supernatural way of destruction, instead of having an amount of vitality, they are more of a set amount of times they must be hit.

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.

MrE_DM

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