Angel of Death. Wymany exhudes an aura of death and decay. Any creature that starts its turn within 120 feet of Wymany must succeed on a DC 21 Constitution saving throw or take damage according to the following chart, as calculated by the current round in the combat. A creature that succeeds on the saving throw takes only half the damage.
Round 1: 9 (1d6 + 6) necrotic damage;
(projected): 6 (1d6 + 3) necrotic damage
Round 2: 13 (2d6 + 6) necrotic damage;
(projected): 6 (1d6 + 3) necrotic damage
Round 3: 22 (4d6 + 6) necrotic damage;
(projected): 10 (2d6 + 3) necrotic damage
Round 4: 27 (6d6 + 6) necrotic damage;
(projected): 13 (3d6 + 3) necrotic damage
Round 5: 30 (7d6 + 6) necrotic damage;
(projected): 13 (3d6 + 3) necrotic damage
Round 6: 34 (8d6 + 6) necrotic damage;
(projected): 17 (4d6 + 3) necrotic damage
Round 7: 44 (11d6 + 6) necrotic damage;
(projected): 20 (5d6 + 3) necrotic damage
Round 8: 48 (12d6 + 6) necrotic damage;
(projected): 24 (6d6 + 3) necrotic damage
Round 9: 51 (13d6 + 6) necrotic damage;
(projected): 24 (6d6 + 3) necrotic damage
Round 10: 55 (14d6 + 6) necrotic damage;
(projected): 27 (7d6 + 3) necrotic damage
Dreadful Resilience. At the beginning of Wymany's turn, he gains 16 (1d20 + 6) temporary hit points.
Dreadful Arms. Wymany uses his Charisma modifier, instead of his Strength modifier, for attack and damage rolls with melee weapon attacks (included in the attack).
Dreadful Power. When Wymany hits with any weapon, the attack deals an extra 12 (1d12 + 6) necrotic damage (included in the attack). (projected): 6 (1d6 + 3) necrotic damage
Dreadful Projection. Wymany's spirit can become untethered from his physical form. As an action, he can project his spirit from his body. The body he leaves behind is unconscious and in a state of suspended animation. His spirit resembles his physical form in almost every way. While projecting his spirit, Wymany deals only half of his usual damage. If Wymany is killed while under the effects of Dreadful Projection, his spirit is visibly pulled away from the scene of his death in the direction of his physical body.
Inured to Death. While Wymany is under the effects of Dreadful Projection, he makes death saving throws if he is reduced to 0 hit points, as opposed to dying outright.
Shadow of Death. Massive wings of shadow wreath Wymany's body when he is reduced to 0 hit points, causing him to become heavily obscured to others. Until he regains hit points, he has a +5 bonus to AC. In addition, whenever a creature within 10 feet of him makes an attack against him, the shadows lash out at that creature, dealing it 12 (1d12 +6) necrotic damage.
Friend of Death. Wymany makes death saving throws with advantage.
Fueled by Death. If Wymany succeeds on 3 death saving throws or rolls a 20 on one, he regains 16 (1d20 + 6) hit points and can immediately take an extra turn, interrupting the current turn.
Innate Spellcasting. Wymany's spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). Wymany can innately cast the following spells at will, requiring no material components:
1st level: Bane, False Life, Ray of Sickness
2nd level: Blindness/Deafness, Phantasmal Force, Silence
3rd level: Feign Death, Phantom Steed, Thunder Step
4th level: Aura of Life, Death Ward, Greater Invisibility
5th level: Antilife Shell, Cloudkill, Contagion, Legend Lore
Sword of Dread. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 44 (5d12 + 12) necrotic damage. Any creature that takes this damage can't regain hit points until the start of Wymany's next turn. The target must succeed on a DC 21 Wisdom saving throw or be frightened until the start of Wymany's next turn. Wymany regains health equal to half the necrotic damage dealt. (projected): 19 (2d12 + 6) necrotic damage
Sword of Fear. Melee Weapon Attack: +13 to hit, each 10 ft., one target. Hit: 32 (4d12 + 6) psychic damage and 12 (1d12 + 6) necrotic damage. Wymany has advantage on melee attack rolls with this weapon against any creature that is under the effect of the frightened condition. (projected): 16 (2d12 + 3) psychic damage and 6 (1d6 + 3) necrotic damage.
Dreadful Undeath. When Wymany would be reduced to 0 hit points, he may use his reaction to drop to 1 hit point instead and cause his body to erupt with deathly energy. Each creature of his choice within 30 feet of him takes 16 (1d20 + 6) necrotic damage. There is no limit to the number of times he may use this feature, but he still can't take another reaction until the start of his next turn, as usual. (projected): 8 (1d10 + 3) necrotic damage
Wymany can take as many legendary actions as there are combatants against him, 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. Wymany regains spent legendary actions at the start of his turn.
Master of Death (Costs 1 Action). Wymany makes one death saving throw.
A Swift Death. (Costs 1 Action). Wymany casts one spell.
Lair and Lair Actions
Lair Actions
At the top of the round, Wymany takes a lair action to cause the following effect:
- Deathless Nature. Wymany regains all lost hit points as long as The Black Shard has not been destroyed. The Black Shard is a tiny object with 23 AC, 27 (5d10) hit points, resistance to all damage, and immunity to all conditions. The Black Shard is bound to Wymany's lair and cannot be removed from it by any means short of a Wish spell. When The Black Shard takes damage, a wave of thunderous force sweeps out from it. Each creature in a 15-foot radius originating from The Black Shard must make a Constitution saving throw. On a failed save, a creature takes 12 (1d12 + 6) thunder damage and is pushed 10 feet away from The Black Shard. On a successful save, the creature takes half as much damage and isn't pushed. In either case, The Black Shard then teleports up to 30 feet to an unoccupied space that it can see and turns invisible.







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