Medium Humanoid, Lawful Evil
Armor Class 15 Natural
Hit Points 150 (22d8 + 110)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
14 (+2)
INT
20 (+5)
WIS
10 (+0)
CHA
16 (+3)
Skills Arcana +9, History +9, Insight +4, Perception +9
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting: Xerath is a 10th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Xerath has the following spells prepared:

Cantrips (at will): Chill Touch, Mage Hand, Minor Illusion, Ray of Frost

1st level (4 slots): False Life, Mage Armor, Magic Missile

2nd level (3 slots): Blindness/Deafness, Ray of Enfeeblement, Scorching Ray

3rd level (3 slots): Animate Dead, Fireball, Vampiric Touch

4th level (3 slots): Blight, Dimension Door

5th level (2 slots): Cloudkill, Raise Dead

6th level (1 slot): Circle of Death

Actions

1. Undead Thralls: Xerath can control up to 12 undead creatures at a time. These creatures can be zombies, skeletons, or other types of undead, and they obey Xerath's commands without question.

2. Necrotic Aura: Any living creature that starts its turn within 10 feet of Xerath takes 5 (1d10) necrotic damage.

3. Life Drain: Xerath can use an action to drain the life force from a creature within 5 feet of him. The target must make a DC 17 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. Xerath regains hit points equal to the damage dealt.

4. Undying Nature: Xerath is immune to poison damage and the poisoned condition. He also has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, or stunned.

Dagger: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Ray of Enfeeblement: Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: The target takes 2d8 + 5 necrotic damage, and its Strength score is reduced by 1d6. The target can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

 

Bonus Actions

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

Reactions

he can use his legendary actions to cast spells or make attacks outside of his turn, which can be used to react to the actions of his enemies.

Legendary Actions

Xerath 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.

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

Cantrip - Can cast any cantrip at his disposal during this 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

Enter a general description for your monster here.

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.

Hansolo17x

Comments

Posts Quoted:
Reply
Clear All Quotes