Medium Undead, Lawful Evil
Armor Class 18 Plate
Hit Points 250 (20d10 + 150)
Speed 35 ft.
STR
20 (+5)
DEX
15 (+2)
CON
19 (+4)
INT
12 (+1)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws STR +10, CON +9, CHA +10
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight, Passive Perception 14
Languages Common, Infernal, Abyssal, Celestial
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Lich Kings Fortitude (Recharges after a Short or Long Rest). If Aledraim would be reduced to 0 hit points, his current hit point total instead resets to 200 hit points, and he recharges his Hellfire Ray and Invoke Death Curse. Additionally, Aledraim can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 15,000 XP (30,000 XP total) for defeating Aledraim after its Lich Kings Fortitude activates.

Legendary Resistance (3/Day): If Aledraim fails a saving throw, he can choose to succeed instead.

Spellcasting. Aledraim is a 10th-level spellcaster. his spellcasting ability is Charisma (spell save DC 18, +8 to hit with spell attacks). Aledraim has the following Paladin spells prepared:
1st level (4 slots): Hellish Rebuke, Inflict Wounds, Command, [spell[Compelled Duel[/spell]
2nd level (3 slots): Darkness, Hold Person
3th level (2 slots): Dispel Magic, Aura of Vitality, Fireball (necrotic damage), Counterspell
4th level (2 slots):  Banishment
5th level (1 slot): Destructive Wave (necrotic)

Actions

Multi Attack. Aledraim uses Death Tether and then makes 2 greatsword strikes or 1 Vampiric drain.

Greatsword strike. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 16 (3d6 + 8) Slashing damage. And Necrotic Smite Hit: 8 (2d6 + 2) Necrotic damage

Vampiric drain. Ranged Spell Attack: +8 to hit, range 60 ft, 1 target. Hit: 12 (4d6 +4) Necrotic damage. Drain the life of the enemy healing half of the Necrotic damage dealt.

Death Tether.  Ranged Spell Attack: +8 to hit, range 60 ft., 1 target. Hit: 3 (2d6) Necrotic damage. On a hit the enemy must make a DC 18 Strength saving throw or be pulled 30ft towards Aledraim.

Invoke Death Curse (Recharge 5-6). Ledraim targets one creature he can see within 60 feet of him. The target must succeed on a Constitution saving throw  DC 18 or be cursed. While cursed in this way, the target can’t regain hit points and has vulnerability to necrotic damage. A greater restoration, remove curse, or similar spell ends the curse on the target.

Hellfire Ray (Recharge 6):
Range 60 ft. Aledraim sends negative energy coursing through a creature that he can see within range, causing it searing pain. The target must make a DC 18 Constitution saving throw. It takes 3d8 + 10 necrotic damage and 3d8 + 10 fire damage on a failed save, or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of its next turn as a wight that is permanently under Aledraim command.

Reactions

Attack of Opportunity. Aledraim can use his reaction to make a melee attack on someone.

Hellish Rebuke. Aledraim can use his reaction to Cast Hellish rebuke on his attacker.

Counterspell. Aledraim can use his reaction to Cast Counterspell.

Parry. Aledraim adds 5 to its AC against one melee attack that would hit it. To do so, Aledraim must see the attacker and be wielding a melee weapon.

Legendary Actions

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Melee attack: Aledraim makes one greatsword attack

Death tether: Aledraim uses death tether

Vampiric drain: Aledraim uses Vampiric drain.

Movement: Aledraim moves 30 feet

Casting a spell (Costs 2 Actions): Aledraim casts a spell of 3rd level or lower

Frightening Gaze (Costs 2 Actions): Aledraim fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become Frightened for 1 minute. The Frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Ledraim's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions): Each non-undead creature within 20 feet of Aledraim must make a DC 18 Constitution saving throw against this magic, taking 25 (7d6) necrotic damage on a failed save, or half as much damage on a successful one.

Mythic Actions

If Aledraim's Lich Kings Fortitude trait has activated in the last hour, he can use the options below as legendary actions.

Consume Life (Costs 3 Actions): Each creature within 20 feet of Aledraim must make a DC 18 Constitution saving throw against this magic, taking 18 (5d6) necrotic damage on a failed save, or half as much damage on a successful one. Aledraim heals half of  the necrotic damage dealt

Description

Aledraim , once a radiant and noble Aasimar Paladin, succumbed to the seductive whispers of darkness and fell from grace, transforming into a malevolent force known as the Lich King. His once-golden armor now corroded and tainted, Aledraim wields a massive obsidian greatsword imbued with unholy energy. His once-celestial wings have transformed into tattered, shadowy remnants that cast an eerie silhouette.

Aledraim's gaze, once filled with compassion, is now an abyss of cold, calculating malice. Cursed by the very power he once wielded for good, he commands legions of undead with an iron will. The air around him chills as he draws upon the unholy powers granted by his newfound allegiance to darkness.

In battle, Aledraim is a relentless adversary, his strikes carrying the weight of both his lost righteousness and newfound malevolence. His aura inspires fear and despair in all who dare to challenge him. Legends tell of the tragic fall of Aledraim, a cautionary tale of the precarious nature of the forces that can corrupt even the noblest of beings. Now, as a Death Knight, he roams the land, a relentless harbinger of doom and a cautionary tale for those who would toy with powers beyond their control.

Lair and Lair Actions

A castle once ruled by paladins of the platinum dragon. Conquered by Aledraim and his undead army. In this boss room there are piles of bones laying in every corner. 

Lair Actions

On initiative count 15 (losing initiative ties), Aledraim takes a lair action to cause one of the following effects; Aledraim can’t use the same effect two rounds in a row:

  • Summon 2 Skeleton which are permanently under Aledraim's control
  • Give Aledraim and all undead in the area Bone cage
  • Summon 1 Minotaur Skeleton which is permanently under Aledraim's control
  • Summon a Bone Ward that counterspells everything within 60 ft. at 3rd lvl
    a Bone Ward has an AC of 20 and 15 Hp. it has a no bonus on its rolls to counterspell spells above 3rd level. and it is considered an Object.

Bone Cage: You gain 10 temporary hit points for the duration. If a creature hits you with a melee attack while you have them, it takes 10 piercing damage

 

Previous Versions

Name Date Modified Views Adds Version Actions
11/29/2018 2:22:59 PM
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Monster Tags: undead

Aeragold

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