Large Humanoid, Chaotic Evil
Armor Class 18 Natural
Hit Points 200 (33d8 + 50)
Speed 45 ft.
STR
20 (+5)
DEX
19 (+4)
CON
26 (+8)
INT
17 (+3)
WIS
15 (+2)
CHA
11 (+0)
Saving Throws CON +17
Condition Immunities Exhaustion
Senses Passive Perception 20
Languages Celestial, Undercommon, Abyssal, Common, Giant
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Undeath is Purpose. As a bonus action, Zekad can raise 6 Skeletons to do his bidding. The skeletons appear within 50 feet of Zekad.  

Poison Nova. As an action, Zekad can emit a pulse of sickly green gas. All non-undead creatures within 20 feet must make a 15 CON save. On a failed save, all creatures take 5 d8 necrotic damage.

Actions

Multi Attack. Zekad makes 2 attacks per action

Piercing Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit:  (6d4 + 6) [piercing] damage. 

Infect. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit:  (3d4 + 6) [piercing] damage. Target now has 1 additional level of sickness.

Skewer. Melee Weapon Attack: +5 to hit, reach 10 ft, 1 target. Hit: (3d10) [piercing] damage. If hit, the target makes a CON 12 saving throw. On a failed save, their movement drops to 0 for one turn as they deal with the crippling pain.

Withering Plague. 15 CON to resist, range 50 ft. 1 target. On a failed saved, the target's movement speed drops to 10 ft/turn, and their strength drops to 5. Disadvantage on all strength/dexterity saving throws (except the roll to end this plague).  15 CON at end of each turn (-1 per turn spent plagued) to end this plague.

Hideous Scream. 100 yard radius. 16 WIS to resist. On a failed save, each creature within range is stunned for one turn. 

Reactions

Zekad can cast Detect Magic and Dispel Magic at will.

Skills Intimidation +5, History + 1, Persuasion -1.

Damage Immunities Necrotic

Damage Resistances Poison; Piercing

Damage Vulnerabilties Radiant, Fire

Legendary Actions

Only one action can be used per turn.

Infest and Exploit. Target must be stunned or incapacitated. Zekad can pour a virulent psycho-sickness into one target in melee range. 15 CON, 15 WIS to resist. On a failed save, the target has disadvantage on all rolls until the sickness is purged (Medicine 17 by another character, or 15 CON/15 WIS to purge). Additionally, Zekad can use a bonus action to command the target to do any action- Zekad rolls for persuasion (with advantage), and must BEAT the target's defensive rolls.

Unearthly Resilience. Zekad can pull strength from the sickness around him. Once per day, upon taking damage, Zekad can immediately roll dice equal to the damage he took (example- if he took 10 damage, he can roll  1d6 and 1d4. 20 damage = 2 d10s). Zekad is healed for the total of the dice roll.

Zekad’s Poison

  1. Pull- Poison can be used to inflict 1d6 necrotic damage per stack (CON 10+(1 per level) to ignore (bonus action for Zekad)
  2. Compel- Poison can be consumed to gain mind control for one turn (WIS 10+(1 per level) to ignore (action for Zekad)
  3. Consume- Poison can be consumed to heal Zekad (1d6 per level (of target)) (action for Zekad)
    1. If a creature dies with 3 or more stacks of poison, it will rise as a Ghoul

Description

He was more skeleton than anything- pale skin stretched taut over bone. Blood stained the loose-fitting, fire-blackened pants and shirt it wore. Its one (left) arm stretched to its knees. Claws gleamed at the ends of its fingers. His voice was a sickening, writhing buzz of sound.

His mouth was enormous, splitting his head in half. There were no eyes, just pale skin stretched over blank eye sockets.

A cosmic, evil Jack Skellingtun.

 

Ghuarran

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