Medium Humanoid (Half-Elf), Neutral
Armor Class 22 Mage Armor
Hit Points 405 (20d8 + 270)
Speed
STR
16 (+3)
DEX
29 (+9)
CON
26 (+8)
INT
24 (+7)
WIS
26 (+8)
CHA
30 (+10)
Saving Throws DEX +17, CON +16, CHA +18
Damage Resistances Force, Necrotic; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Fire
Condition Immunities Charmed, Exhaustion, Poisoned, Stunned
Senses Passive Perception 25
Languages --
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Deified Aura. All creatures within line of sight of Zenith must make a DC 25 Wisdom saving throw or become frightened.

Approaching the Divine. When Zenith would hit Zero hit points he, instead regains 200 hit points.

Legendary Resistance (3 a Day).  If Zenith would fail a saving throw he may choose to succeed instead.

Fey Ancestry. Zenith has advantage on saving throws involving charms and cannot be put to sleep by magic.

Mystic Arcanum. All spells above 5th level cannot be counter-spelled.

Mastery of Arcane. All spells below 5th level are treated as upcasted to 5th level.

Spellcasting. Zenith is an Epic-level spellcaster. Its spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). Zenith has the following Warlock spells prepared:
Cantrips (at will): Eldritch Blast, Toll of the Dead
1st level (2 slots): Sleep, Armor of Agathys
2nd level (2 slots): Hold Person
3rd level (2 slots): Hypnotic Pattern, Remove Curse
4th level (2 slots): Summon Greater Demon, Dimension Door
5th level (2 slots): Planar Binding, Hold Monster
6th level (2 slots): Circle of Death, Mass Suggestion
7th level (2 slots): Power Word Pain, Forcecage, Finger of Death
8th level (1 slot): Demi-Plane, Power Word Stun, Maddening Darkness
9th level (1 slot): Blade of Disaster, Power Word Kill, Wish

Actions

Multiattack. Make three great sword attacks.

Great Sword. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 24 (3d8 + 10) Slashing damage. 

Eldritch Blast. Ranged Spell Attack: +17 to hit, range 240 ft., four targets. Hit: 15 (1d10 + 10) Force damage.

Bonus Actions

Eldritch VolleyIf eldritch blast was used as an action Zenith may cast eldritch blast again.

Reactions

Retort of the Nine Hells (Twice a day). Upon receiving damage from an attack roll black flames leap from Zenith's body, the attacker must make a DC 25 dexterity saving throw, the attacker receives 59 (13d8) fire damage, half as much on a success.

Legendary Actions

Zenith has 3 Legendary actions, they recharge on the beginning of his turn. Legendary actions my be used at the start of another creatures turn

Summon Fiend (Costs 3 Actions). Once a day Zenith can summon a pit fiend and 2d4 bearded devils, they are under Zenith's absolute control.

Rain of Force (Costs 1 Action) Zenith casts eldritch blast.

Unrelenting Assault (Costs 1 Action) Zenith makes a greatsword attack.

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

Zenith is a half-elf that smells of sulfur and ash, his skin has a red tint making it difficult to distinguish what denomination of elf he is. He wears cheap clothing without armor with a gleaming great sword on his hip.

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.

Nanermench

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