Medium Undead, Lawful Evil
Armor Class 18 (plate)
Hit Points 390 (17d8 + 68)
Speed 45 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
26 (+8)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws STR +11, DEX +11, CON +11, INT +15, WIS +12, CHA +11
Skills Acrobatics +9, Perception +9, Stealth +14
Damage Vulnerabilities Radiant
Damage Resistances Necrotic
Damage Immunities Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Frightened
Senses Blindsight 100ft, Darkvision 120 ft., Passive Perception 24
Languages Abyssal, Common, Draconic, Elvish, Infernal
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Burden of Time. Beasts and Humanoids (except undead) have disadvantage on saving throws while within 10 feet of Uruk the Black.

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

True Shadowking potential (Recharges after a Long Rest).If Uruk the Black is reduced to 0 hit points, he doesn’t die or fall unconscious. Instead, he regains 110 hit points. In addition, he summons three death’s heads, one of each type, in unoccupied spaces within 5 feet of it. The death’s heads are under Uruk the Black control and act immediately after Uruk the Black in the initiative order. Additionally, Uruk the Black can now use the options in the “Mythic Actions” section. Award a party an additional 5,900 XP (11,800 XP total) for defeating Uruk the Black after it uses Headless Summoning.

Weapon Bond. Provided his Shadow Cleaver is on the same plane, Uruk the Black can take a bonus action to teleport it to his hand.

Magic Resistance. Uruk the Black has advantage on saving throws against spells and other magical effects.

Misty Escape. When he drops to 0 hit points outside its resting place, Uruk the Black transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If he can’t transform, it is destroyed.

While he has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

Regeneration. Uruk the Black regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Mount. If Uruk the Black isn’t mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided Uruk the black and its mount are on the same plane of existence. When it teleports, Uruk the Black appears astride the mount along with any equipment it is wearing or carrying.

While mounted and not incapacitated, Uruk the Black can’t be surprised, and both it and its mount gain advantage on Dexterity saving throws. If Uruk the Black is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well.

Spider Climb. Uruk the Black can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Turn Immunity. Uruk the Black is immune to effects that turn undead.

Vengeful Tracker. Uruk the Black knows the distance to and direction of any creature against which it seeks revenge, even if the creature and Uruk the Black are on different planes of existence. If the creature being tracked by Uruk the Black dies, he knows.

Vampire Weaknesses. Uruk the Black has the following flaws:

Forbiddance. Uruk the Black can’t enter a residence without an invitation from one of the occupants.

Harmed by Running Water. Uruk the Black takes 20 acid damage if it ends its turn in running water.

Stake to the Heart. If a piercing weapon made of wood is driven into Uruk the Black heart while Uruk  is incapacitated in its resting place, Uruk the Black is paralyzed until the stake is removed.

Enraged by Celestial. If it hears words of Celestial spoken, the vampire must try to attack the source of those spoken words on its next turn. If these words come from multiple sources and from opposite directions, the vampire is restrained. Otherwise, it moves to attack what it perceives to be the closest source.

Sunlight Hypersensitivity. Uruk the Black takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. Uruk the Black makes two melee attacks and one shadow dagger attack .

Shadow Cleaver. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 7 (3d8 + 4) slashing damage plus 10 (3d6) necrotic damage. Unless the target is immune to necrotic damage, the target’s Strength score is reduced by 1d4 each time it is hit by this attack. The target dies if its Strength is reduced to 0. The reduction lasts until the target finishes a short or long rest, If the target is a creature other than an undead or a construct, it must succeed on a DC 16 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time Uruk the Black hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing..

Massive Arm. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 23 (3d12 + 4) force damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become stunned until the end of Uruk the Black next turn.Instead of dealing damage, Uruk the Black can grapple the target (escape DC 22).

Steelboot Pursuit.Melee Weapon Attack: +8 to hit, reach 5 ft. Uruk the Black kicks with his steel tipped boots. The target must succeed on a DC 16 Dexterity saving throw or take 20 (3d10 + 4) bludgeoning damage and be knocked prone.

Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Uruk the Black, incapacitated, or restrained. Hit: 7 (3d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Uruk the Black regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Uruk the Black control.

Life Leech. Uruk the Black touches one paralyzed creature within 5 feet of it. The target takes 36 (7d8 + 4) necrotic damage, and Uruk the Black gains temporary hit points equal to half the damage dealt. The target must succeed on a DC 16 Constitution saving throw, or its hit point maximum is reduced by an amount equal to half the necrotic damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0.

Shadow Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (4d4 + 3) piercing damage plus 19 (3d12) necrotic damage, and the target has disadvantage on saving throws until the end of Uruk the Black next turn. Hit or Miss: The dagger magically returns to Uruk the Black hand immediately after a ranged attack.

Bonus Actions

Summon Young Shadow red dragon Tabitha(1/Day). Uruk the Black has a 50 percent chance of magically summoning a young shadow red dragon. A summoned shadow dragon appears in an unoccupied space that the summoner can see, acts on its own initiative count, and is an ally of its summoner. It remains intill its hitpoints is turned 0, until it or its summoner dies, or until its summoner dismisses it as an action.

Paralysis (1/day). As a bonus action, Uruk the Black forces each creature within 30 feet of it to succeed on a DC 20 Wisdom saving throw or be paralyzed. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead and constructs are immune to this effect.

Smoke Bomb (3/Day). Uruk the Black hurls a smoke bomb up to 20 feet away. The bomb explodes on impact, creating a cloud of black smoke that fills a 10-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of Uruk the Black next turn.

Blink Step. Uruk the Black teleports up to 60 feet to an unoccupied space it can see.

Reactions

Parry and Counter. Uruk the Black adds 5 to his AC against one melee or ranged weapon attack that would hit him. To do so, he must be able to sense the attacker with his blindsight. If the attack misses, Uruk the Black can make one Steelboot Pursuit attack against the attacker if it is within his reach.

Deflect Missile. In response to being hit by a ranged weapon attack, Uruk the Black deflects the missile. The damage it takes from the attack is reduced by 3d10 + 3. If the damage is reduced to 0, Uruk the Black catches the missile if it’s small enough to hold in one hand and Uruk the Black has a hand free.

Slow Fall. Uruk the Black reduces the bludgeoning damage he takes from a fall by 100.

Legendary Actions

Uruk the Black 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. Uruk the Black regains spent legendary actions at the start of its turn.

Move. Uruk the Black moves up to its speed without provoking opportunity attacks.

Unarmed Strike. Uruk the Black makes one unarmed strike.

Rejoin Mount. If Uruk the Black isn’t mounted, he magically teleports to his steed and mounts it as long as Uruk  the Black and its steed are on the same plane of existence.

Bite (Costs 2 Actions). Uruk the Black makes one bite attack.

Vanishing Strike (Costs 2 Actions). Uruk the Black makes one ShadowCleaver attack. After the attack hits or misses, Uruk the Black can teleport up to 30 feet to an unoccupied space he can see.

Reduce to Ash (Costs 3 Actions). Uruk the Black targets a creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, or it takes 27 (5d10) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. If the target’s hit point maximum is reduced to 0, its body and everything it is wearing and carrying, except for magic items, are reduced to ash. A creature reduced to ash can’t be revived by any means short of a wish spell.

Mythic Actions

If Uruk the Black True Shadowking potential trait is active, he can use the options below as legendary actions.

Coordinated Assault. Uruk the Black makes a Shadow Cleaver attack, and then one death’s head Uruk the Black can see within 30 feet of it can use its reaction to make a melee attack.

Armor of Shadows (Costs 2 Actions). Necrotic lightning temporarily surrounds Uruk the Black, and he gains 40 temporary hit points until the start of his next turn. Until all these temporary hit points are gone, any creature that touches Uruk the Black or hits it with a melee attack takes 26 (2d12) lightning damage,and (2d12)necrotic damage.

Hurl Through Avernus (Costs 3 Actions). Uruk the Black targets a creature he is grappling. The creature must succeed on a DC 25 Charisma saving throw or take 44 (13d10) psychic damage and be banished to Avernus (the first layer of the Nine Hells). At the start of Uruk the Black next turn, the creature reappears in an unoccupied space within 10 feet of Uruk the Black.

Description

Uruk the Black is an infamous Warmaster that serves Queen Viinturuth as her war tactician to conquer more and more ground in Shadowfell. Uruk the Black is a very large and strong Vampiric Shadar-kai standing 6'8 280lbs of muscle with grey skin. His apparel is a black hunter coat and hood with a spiked pauldron on his left arm, and he has Black steel tipped boots his Shadow Cleaver is a nightmarish darkened adamantine Cleaver Imbued with dark magic of the lairs domain. Uruk the Black would like nothing more than to take queen Viinturuth place as ruler although he knows his strength is not enough to take on her and her army alone but once he is ruler compared to queen Viinturuth desire to  just own the Raven queens piece of Shadowfell, Uruk the Black wants to conquer all of it and then the material plane using the his legion of trained vampire’s and undead. 

Lair and Lair Actions

If Queen Viinturuth dies Uruk the Black gains control of Queen  Viinturuth domain Lair Actions and regional Effects 

Uruk the Black only gain the Mythic action called True Shadowking potential if Queen Viinturuth is dead and he is the current ruler of the domain. 

Lair Actions

On initiative count 20 (losing initiative ties), Uruk the Black can take one of the following lair actions; Uruk the Black can’t take the same lair action two rounds in a row:

Simulacrum. Uruk the Black chooses one Humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simulacrum spell). This simulacrum obeys Uruk the Black commands and is destroyed when hitpoints hit zero.

Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round.

Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.

Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in Uruk the Black lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes (1d6) necrotic damage per level of the spell, and the spell has no effect and is wasted.

Teleport. Uruk the Black targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw, or the target, along with whatever it is wearing and carrying, teleports to an unoccupied space of Uruk the Black choice within 60 feet of it.

Vanish. Uruk the Black targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw, or Uruk the Black becomes invisible to that creature for 1 minute. This effect ends if Uruk the Black attacks the target.

Warp Terrain. Uruk the Black warps reality around it in an area up to 500 feet square. After 10 minutes, the terrain in the area reshapes to assume the appearance of a location sought by one Humanoid whose desires Uruk the Black has sensed (see Regional Effects below). The transformation affects nonliving material only and can’t create anything with moving parts or magical properties. Any object created in this area is, upon close inspection, revealed as a fake. Books are filled with empty pages, golden items are obvious counterfeits, and so on. The transformation lasts until Uruk the Black dies or takes this lair action again.

Regional Effects

A region containing Uruk the Black lair becomes warped by the creature’s unnatural presence, which creates one or more of the following effects:

Beguiling Realm. Within 6 miles of the lair, all Charisma (Persuasion) and Charisma (Performance) checks have disadvantage, and all Charisma (Deception) and Charisma (Intimidation) checks have advantage.

Hedge Mazes. Plant life within 1 mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes.

Panicked Beasts. Beasts within 1 mile of the lair become frightened and disoriented, as though constantly under threat of being hunted, and might lash out or panic even when no visible threat is nearby.

Sense Desires. Uruk the Black can sense the strongest desires of any Humanoid within 1 mile of it and learns whether those desires involve a place: a safe location to rest, such as a temple, a home, or somewhere else.

Supernatural Lure. Creatures within 1 mile of Uruk the Black lair experience the sensation of being close to whatever they desire most. The sensation grows stronger the closer the creatures come to Uruk the Black lair.

Nostalgic Pangs. Sapient creatures within 1 mile of the lair frequently see hallucinations of long-dead friends and comrades that vanish after only a brief glimpse.

Divination spells cast within the lair by creatures other than Uruk The Black have a 25 percent chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent.

A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a remove curse spell or other magic.

Violent downpours become frequent within 10 miles of the lair. A downpour occurs once every 2d12 hours, and lasts 1d3 hours. Downpours are so heavy that creatures moving overland travel at half normal speed.

Thunderstorms erupt in a 5-mile radius centered on Uruk the Black lair, creating deafening cracks of thunder and constant lightning. Every ten minutes the storm rages, creatures standing beneath the open sky have a five percent chance of being struck by lightning. A creature struck by lightning must make a DC 21 Constitution saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one.

Cyclones touch down within a 5-mile radius of Uruk the Black lair. Every hour, there is a five percent chance that characters in this area are caught in the path of a cyclone moving 250 feet per round. Each character must succeed on a DC 21 Constitution saving throw or take 33 (6d6) bludgeoning damage. Wooden or flimsy structures in the path of the cyclone are destroyed.

Clinging to Life. Death saving throws are made with advantage.

Grievous Wounds. Any creature that scores a critical hit rolls one additional damage die to determine damage.

Supernatural shadow turns all bright light to dim light in underground regions within 6 miles of the lair.

Chilling Wind. Freezing strong winds howl around the area within 1 mile of the lair.

Enervating Screams. Howls and screams fill the air within 1 mile of the lair. Any creature that finishes a short or long rest in this area must succeed on a DC 21 Wisdom saving throw or derive no benefit from the rest.

Uruk the Black can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell.

Water elementals coalesce within 6 miles of the lair. These elementals can’t leave the water and have Intelligence and Charisma scores of 1 (−5).

Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by Uruk the Black and aggressive toward intruders in the area.

Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.

A creeping fog clings to the ground within 500 feet of Iruk the Black lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.

If Uruk the Black dies, the combatant that killed Uruk the Black as the current ruler will gain a portion of his power and will have full control of the domains Lair Actions and regional Effects and residents will loyally serve the current ruler.

Monster Tags: Shapechanger

Habitat: Urban

Demi_Caligula

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