Large Undead (Wizard), Unaligned
Armor Class 17 Natural
Hit Points 49 (1d20 + 9)
Speed 20 ft., Walk 20 ft.
STR
20 (+5)
DEX
14 (+2)
CON
4 (-3)
INT
18 (+4)
WIS
2 (-4)
CHA
2 (-4)
Saving Throws STR +10
Damage Vulnerabilities Radiant
Damage Resistances Force
Damage Immunities Necrotic
Condition Immunities Charmed, Deafened, Frightened, Stunned
Senses Darkvision 60 ft., Passive Perception 8
Languages understands only words spoken by it's master
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Rage of Remains. If damage reduces the creature's hit points below 0 or if the entity controlling Akris is killed or incapacitated it will let out a screeching cry and gain 40 temp hit points (20 if activated by radiant damage). The charm that enthralls it will be ignored and it lose the ability to cast spells, Akris will begin attacking whatever is closest to it. It will gain a resistance to all physical damage types and a vulnerability to any physic damage.

 Mental Link. The will of the controller is the will of the creation, if it's master is charmed Akris will be charmed and it's immunity will be ignored. Akris knows the same spells as its master but it cannot concentrate on any by itself and must be by it's master. Akris can cast spells using it's master's spell slots but this does not work the other way around. Any physic damage done to Akris is ignored and sent to its master

 A Burning Memory. A fourth member of the party Akris consists of exists and  their close bond is seen even beyond the charm and Akris shows restraint in battle making all attacks at this individual at disadvantage. This is ignored in Rage of Remains.

Actions

Multiattack. The creation's writhing limbs move wildly to attack a target. hitting 1d4 times (if a 1 is rolled the dice is rerolled and the new number is used) for 1d6 +2 bludgeoning damage. This cannot be done the next turn if used. This uses an action and a bonus action 

Fireball. A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

Unarmed Attack. The monk's fist strikes a target with Akris' strength modifier dealing 1d10 + 7 bludgeoning damage. This attack counts as magical for the purpose of ignorance resistantance.

 Horrid Strike.  Using it's action and bonus action Akris strikes with the club it welds dealing 3d6 + 5 striking damage. On hit the target must succeeded a constitution saving throw or become dazed

Bonus Actions

Multilimbed. If a melee attack done by Akris misses it can reattempt the same attack that does half damage as a bonus action.

 Firebolt. You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

Reactions

Ki Muscle MemoryIf Akris is hit by a melee attack the attacker must succeeded a dexterity saving throw or be disarmed. This can only be done once per fight.

Counterspell. You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

 

Legendary Actions

Legendary Actions. Akris shares it's legendary action count with whomever is in control of it

Screech of Legendary Agony. Akris lets out an ear piercing screech and all opponents within a 35 meter radius must make a constitution saving throw or become frightened costs 1 legendary action

 Multigrapple. 6 of Akris' arms wrap around an opponent and grapples them without fail, it can still cast spells while grappling but taking any damage will bend the effect costs 3 legendary actions.

Description

Akris is the result of strange and powerful necromancy and appears as three people who were dicesected and then stitched together resulting in a horrific abomination of what was once a trio of adventures containing a wizard, fighter and a monk. The creature's head is that of the Elven wizard that lead the party, it's eyes are a solid pink color, any hair it once had has been shaved off and there are cuts all over it. The rest of its large body is that of three humanoids stitched together with different runes carved all over its body. The creature has five arms, the lowest two being that of the monk's, the middle two being that of the fighter's, and the extra at the top is that if the wizard's which it uses to cast any spells and any melee weapons must be held in the fighter's. An extra set of legs has been added to its lower area to help the creature support it's weight. The creature wears no armor but has a red lion cloth covering it's crotch. Despite the Wizard's brain still working the creature has no free will and will act according to the commands of its master. Any vocal spell requirements are spoken by it's master when it casts. 

Monster Tags: undeadmonstrosity

gluggers

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