Medium Undead, Chaotic Evil
Armor Class 13 Natural
Hit Points 50 (11d8)
Speed
STR
10 (+0)
DEX
17 (+3)
CON
17 (+3)
INT
20 (+5)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws INT +8, WIS +5
Skills Arcana +17, History +7, Insight +9, Perception +19
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft, Passive Perception 19
Languages Common, Draconic, Dwarvish, Elvish, Infernal, Orc Common, Elvish, Dwarvish, Infernal, Orc, Draconic
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Legendary Resistance: 2/Day. If he fails a saving throw, he may choose to succeed. If the Orb of the Shadecaller is destroyed, remove these resistances.

Rejuvenation: If his phylactery (Orb of the Shadecaller) still exists, he will regenerate in a new body in 1D10 days after being destroyed, regaining all his hit points and becoming active again. Body forms within his lair.

Master of the Orb: If the Orb of the Shadecaller is in his possession, his HP is increased by 85 points, and his Armor Class increases by 2. He also gains the standard set of bonuses conferred by the artifact, and all abilities it possesses. As the master of the orb, he does not need to make wisdom saves to use its abilities.

Spellcasting: Arkyth is a 7th level spellcaster. His spellcasting ability is intelligence (save DC16, +8 to hit with spell attacks)

Cantrips (at will): mage hand, prestidigitation, ray of frost

1st Level (4 slots): detect magic, magic missile, shield, thunderwave

2nd Level (3 slots): acid arrow, detect thoughts, invisibility, mirror image

3rd Level (3 slots): animate dead, counterspell, dispel magic, fireball

4th Level (1 slot): blight, dimension door

Turn Resistance: Has advantage on saving throws against any effect that turns undead.

Actions

Paralyzing Touch: melee spell attack: +9 to hit, reach-5 ft. Hit: 3D6 cold damage Target must make a DC12 Constitution throw or be paralyzed for 1 minute (may repeat the throw at the end of each of its turns, ending the effect upon success)

Legendary Actions

Arkyth 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. Arkyth regains spent legendary actions at the start of his turn.

Note: If the Orb of the Shadecaller no longer exists or is not present at the time, legendary actions centered on the orb may be used centered on self. Also if it is destroyed, Dark Wisps summoned are summoned as if a 5th level wizard, not a 10th level. Blackened Shade Thrall is also summoned with half health.

Cantrip: Arkyth casts a cantrip

Corrupt Spirits: Force everyone within 60 ft of Arkyth to make a DC15 Wisdom save, or have disadvantage on attacks against Arkyth until Arkyth takes his turn. If the effected creature has any levels of Shadowed Mind, subtract the number of levels from their saving throw.

Call Shades (2 actions): Summon 3 Dark Wisps as if a 10th level wizard within 30 ft of the Orb of the Shadecaller, to attack the player or NPC closest to them. (maximum of 3 active at a time, 2 charges per day)

Black Secrets (2 actions): Summon a Blackened Shade Thrall within 30 ft of the Orb of the Shadecaller (maximum of 2 active at one time, 2 charges per day)

True Mastery (3 actions): If Arkyth can see the holder of the Orb of the Shadecaller, he may attempt to take control of them. They must make a DC18 wisdom save or be corrupted, allowing Arkyth to issue commands to them on their turn in initiative.

Note: If the target is attuned to the Orb, they make this roll with disadvantage. If the target has any levels of Shadowed Mind, subtract that number from their save. Target re-rolls the save each time their turn comes up in initiative to see if they break free from his control.

If Arkyth himself is in possession of the Orb of the Shadecaller, he may instead expend these actions to summon a Banshee within 30 feet of himself (once per day).

Description

 

 

Lair and Lair Actions

A long abandoned manor estate, fallen into disrepair. The stone floor is obscured by a heavy black ankle deep smoke flowing gently outward from its shadowy depths. Where the smoke has touched the ground outside, the land is blighted and dead. 

Lair Actions

On initiative count 20 (losing initiative ties), Arkyth takes a lair action to cause one of the following effects; Arkyth can’t use the same effect two rounds in a row:

  • Arkyth drains the essence of shades and spirits. Any spirit/incorporeal undead in the room with him must succeed a DC15 Constitution saving throw, or take 1 hit die of damage. Arkyth heals himself for half the damage dealt. (Any spirits summoned or controlled by Arkyth fail their save automatically)
  • Arkyth summons the necromantic smoke of his lair up from the floor to choke his enemies. All creatures within eyesight who he views as hostile must make a DC13 Constitution saving throw or take 1D6 necrotic damage and make their next roll with disadvantage.
  • Drawing the necromantic smoke of his lair into himself, Arkyth summons 5 dark wisps (see Orb of the Shadecaller) to unoccupied locations within 30 feet of himself. 

Regional Effects

The region containing Arkyth's lair is shrouded in living shadow, which creates one or more of the following effects:

  • Upon first touching the shadowy mist flowing from within the manor, any creature effected by the "Shadowed Mind" effect must make a wisdom saving throw against being charmed by the Lich. DC9+(# of levels of shadowed mind)
  • Any ghost, shade, or other incorporeal undead entering the region must make a DC12 wisdom saving throw or take psychic damage of 1D8*(their challenge rating)
  • Upon touching the dark smoky mist flowing from Arkyth's lair, a creature must make a DC10 Constitution saving throw or take 1D4 necrotic damage. Effect occurs only upon entering the smoke, not when starting a turn there.

If Arkyth dies, these effects fade over the course of 2d10 days. (If his phylactery does not still exist, in which case the effects will persist)

Previous Versions

Name Date Modified Views Adds Version Actions
5/28/2023 4:25:13 AM
4
1
1
Coming Soon
6/4/2023 12:46:06 AM
3
1
1.1
Coming Soon

Monster Tags: undeadHuman

Eros1337

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