Aggressive. As a bonus action, Kavarath can move up to its speed toward a hostile creature that it can see.
Brute. A melee weapon deals one extra die of damage when Kavarath hits with it (included in the attack).
Legendary Resistance (1/Day). If Kavarath fails a saving throw, it can choose to succeed instead.
Turn Resistance. Kavarath has advantage on saving throws against any effect that turns undead.
Multiattack. Kavarath makes two melee attacks: one Halberd Swing and one Halberd Jab.
Halberd Swing. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (1d10 + 4) slashing.
Halberd Jab. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Parry. Kavarath adds 3 to its AC against one melee attack that would hit it. To do so, Kavarath must see the attacker and be wielding a melee weapon.
Kavarath can take 2 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. Kavarath regains spent legendary actions at the start of its turn.
Ghastly Howl. Kavarath lets out a haunting howl. All targets within 10 feet of him must succeed on a DC 16 Wisdom saving throw against this effect or suffer -1 to their next roll.
Spinning Halberd Slash (Costs 2 Actions). Melee Weapon Attack: +2 to hit, reach 5 ft., targets all creatures within reach. Hit: 11 (2d6 + 4) slashing damage.
Plate Shatter. (Mythic Trait; Recharges after a Short Rest, requires a new Armor piece). If Kavarath is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, it regains 100 hit points and its armor shatters. This drops its AC to 0.
Description
Undead Guardian Kavarath is a reanimated human skeleton covered in moss. It is adorned with a Gold-Plated Steel Breastplate and a Golden Helmet, and wields a halberd. It is unknown as to who Kavarath was when it was alive and where it gained such immense power.
Lair and Lair Actions
Kavarath’s Lair
Kavarath only resides in large buildings that house the dead; such as crypts, mausoleums, and catacombs. Many say that it wanders throughout its lair, unleashing agonized howls and attacking any non-undead creature it sees. Within Kavarath’s Lair, Undead freely roam the area. Open coffins and piles of bones are scattered throughout its lair.
Kavarath himself resides in a large room with large, stone pillars and several wooden coffins (both open and closed). (All stone pillars are 15ft. tall, at least 15 ft. away from any walls, and at least 30 ft. away from other pillars).
Kavarath encountered in its lair has a challenge rating of 22 (41,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), Kavarath can take a lair action to cause one of the following non-magical effects; Kavarath can use the same effect two rounds in a row, provided that the environment allows it:
- Kavarath topples a nearby pillar.
- Kavarath howls and strikes the hilt of its halberd against the ground. 1d2 nearby closed coffins creak open, and a Skeleton emerges from within.
Regional Effects
The region containing Kavarath’s lair is warped by its presence, which creates one or more of the following effects:
- Undead creatures within Kavarath’s lair are far more aggressive.
- The air within Kavarath’s lair feels unnaturally cold.
- If an Undead creature is slain within sight of Kavarath, it flies into a grief-stricken rage and immediately charges the attacker. It gains a +4 to its next attack roll against the attacker.
If Kavarath dies, all effects fade over the course of 5d2 minutes.







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