Medium Monstrosity (Demon), Neutral
Armor Class 14 Natural armor, Robes
Hit Points 220 (12d12 + 16)
Speed 50 ft.
STR
20 (+5)
DEX
18 (+4)
CON
20 (+5)
INT
8 (-1)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws CON +11, WIS +7
Skills Athletics +30, Stealth +26
Damage Resistances All
Damage Immunities Cold, Necrotic, Poison, Psychic
Senses Blindsight, Tremorsense, Passive Perception 12
Languages Common
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

 Frightful prescence: Each creature of the groundskeepers choice that is within 120 feet of  and aware of it must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the groundskeeper's Frightful Presence for the next 24 hours.

Ambusher. The groundskeeper has advantage on attack rolls against any creature it has surprised.

Surprise Attack. If the groundskeeper surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Actions

Multiattack. It makes 4 attacks

Shovel. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: (4d10 + 10) [Necrotic, It regains 1/4 of all damage it deals] damage. 

Sweep: If there are multiple targets in a small space, it can forgo its Multiattack. and instead make a large sweeping attack to all creatures within reach of its shovel attack. reach 10ft.

 

Reactions

Strength from Weakness. It regains 1/4 of all damage dealt.

Legendary Actions

Spirit Call (Costs 1 Actions). It summons 1d6 spirits with 1 HP each and 2 AC. It regains 10 HP every-time it kills one.

Description

A faceless human like being whose skin is like rubber and has no face. It wears dark robes and carries a rusted shovel. It buries its victims in the garden of the college.  It is lightning fast and feels no pain. 

 

When it dies, Master William has one day to live.

 

made for campaign specific scenario but can be used as a BBEG guard.

Lair and Lair Actions

It inhabits the college grounds killing all that would enter except for other demons. 

Lair Actions

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

 

  • Causes unnatural apparitions to appear of ones that the players care about. (1d# number of players)Each player who sees one makes a DC 15 wisdom saving throw. On a failed save they freeze in panic and loose a turn. on a successful one they take 1d4 physic damage.

Regional Effects

The region containing a legendary GroundsKeeper’s lair is Shrouded in fog, which creates one or more of the following effects:

  • Fog abscures the area reducing sight to 45 Ft in all directions
  • The sun is shrouded in clouds making all light outdoors dim.

If the GroundsKeeper dies, these effects fade over the course of 1d4 days.

Monster Tags: monstrosity

Habitat: ForestUrban

Terin1221

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