Medium Undead, Typically Chaotic Neutral
Armor Class 20 Studded Leather
Hit Points 235 (24d8 + 100)
Speed 40 ft.
STR
14 (+2)
DEX
22 (+6)
CON
20 (+5)
INT
22 (+6)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws CON +12, INT +13, WIS +11
Skills Arcana +19, History +12, Insight +9, Intimidation +9
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 plus up to five other languages
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Regenerate. The Aspect of Death heals for 20 hit points at the start of its turn unless it has been hit by radiant damage or other effects that would prevent it from healing.

Death Incarnate. The aspect of death has immunity against any effect that turns undead. Additionally, the aspect or death ignores all resistances to necrotic damage and creatures with an immunity take half damage from necrotic damage.

Legendary Resistance (4/Day or 5 in Lair). If the aspect of death fails a saving throw, it can choose to succeed instead.

 

Actions

Multiattack: the aspect of death can make three scythe attacks. It can replace one Scythe attack with a use of Spellcasting (at will spells only).

Phantasmal Scythe. Melee Weapon Attack: +15 to hit, reach 10 ft., one creature. Hit: 20 (4d8) cold damage. A target hit by this attack has its movement speed reduced by 10 feet and is unable to receive any healing from any source till the end of the aspects of deaths next turn.

Spellcasting. The aspect of death casts one of the following spells, requiring no Material components. The aspect of death uses Intelligence as its spellcasting ability (spell save DC 21):

At Will: blight (level 5 version), dispel magicfear

2/day: circle of death (level 8 version), dominate person

1/day: shadow of moilpower word kill

Shadows of the Void (Recharge 5-6): You summon 4 portals, pitch black, at 4 points you can see within 120 ft. Within the 20 ft radius of a point(s) you choose, each creature within must make a Strength (DC 21) or be sucked into the Void, you fall for hours only to return to the material plane with only a second passing. Failure: 77 (22d6) Necrotic damage, blinded. Success: Half damage.

Bonus Actions

Deaths Approach. The Aspect teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. He can cause each creature of his choice within 15 feet of his destination space to make a Intelligence DC 20 or take 10 (3d6) psychic damage on a failure. If at least one creature takes this damage, The Aspect regains 80 hit points.

Reactions

The aspect of death can take up to three Reactions per round, but only once per turn. If the aspect of death is encountered in its lair, it gains one additional reaction per round.

Frightful Presence. Trigger: when a creature, the aspect of death can see, ends its turn. Response: the aspect of death casts fear.

Hour of Harvest. Trigger: when the aspect of death uses a legendary resistance or is hit with a ranged attack. Response: dexterity DC 21 for each creature within 30 feet from the attacker, as the aspect vanishes and reappears within 5ft of the attacker with a giant scythe made from the Void and swings it in a radius. Failure: creature takes 14 necrotic damage and suffers from the effects of the slow spell.

Scythe Retaliation. Trigger: when the aspect is damaged by a melee attack. Response: the aspect makes a Scythe attack.

 

Lair and Lair Actions

 

A Aspect of Death encountered in its lair has a challenge rating of 24 (57,000 XP).

Lair Actions

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

  • The aspect rolls 1d6 and raises a number of Shadow Assassin equally to the number rolled. The Shadow Assassin takes their turn after the aspect's.
  • The aspect targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the aspect to the target. Whenever the aspect takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the aspect takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the aspect or the target is no longer in the aspect's lair.
  • The aspect morphs shadows in the surrounding area toward itself to produce 6 duplicates. These duplicates share stats similar to the shadow and can only perform one scythe attack on their turns. They take their turn before the next lair action at which point after, they will disappear after completing their turn.
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