Huge Undead, Neutral Evil
Armor Class 22
Hit Points 546 (33d20 + 200)
Speed 60 ft.
STR
28 (+9)
DEX
16 (+3)
CON
30 (+10)
INT
18 (+4)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws DEX +12, WIS +11, CHA +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing that is Nonmagical
Senses Darkvision 120 ft, Truesight 50 ft, Passive Perception 19
Languages Only languages it knew in life
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Special Trait Name. Undead Terror

At beginning of combat everyone who enters within 120 ft. makes a dc 22 wis saving throw. On a failed throw target becomes frightened and takes 3d12 necrotic damage. On a success target takes no damage and is not frightened.

Special Trait Name. Shadow Pool

When Undead Knight Commander is at half hp everyone within 60 ft. makes a dc 20 con saving throw. On a failed throw target(s) take 10d10 necrotic damage and is poisoned. On a success target(s) take half damage.

Legendary Resistance (3/Day). If the Undead Knight commander fails a saving throw, it can choose to succeed instead.

Actions

Action Name.  Attacks x5

Melee Attack. Shadow Sword: +18 to hit, reach 10 ft., 1 target. Hit:  (3d12 + 10) [slashing and necrotic] damage

Nightmare Attacks x2

Stomp +10 to hit, 5 ft., anyone within 5 ft. Hit: (2d10 + 10) [bludgeoning] damage

Ranged Attack. Shadow Spear

If no one is within melee range of the Undead Knight makes a ranged attack.

Shadow Spear: +15 to hit, reach 120 ft., 1 target. Hit: (3d12) [necrotic and piercing] damage 

 

Reactions

Reaction Name. Reflective Armor

As a reaction Undead Knight uses their reaction to reflect any damaging spells that don't do radiant damage.

Legendary Actions

The Undead Knight Commander 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. Undead knight Commander regains spent legendary actions at the start of its turn.

Attack. Can make one attack with its sword or can throw a spear.

Move. Can move half its walking speed

Terror. Can use its Undead terror [costs two actions]

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.

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.

Habitat: Urban

BlazeWealthFist

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