Medium Undead (Harengon), Lawful Good
Armor Class 17 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws CON +10, INT +9, WIS +12
Skills Arcana +19, History +12, Insight +9, Perception +9
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages Common plus up to five other languages
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If zombie Jesus fails a saving throw, it can choose to succeed instead.

Spellcasting. Zombie Jesus is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). Zombie Jesus has the following cleric spells prepared:

Cantrips (at will): guidance, light, sacred flame, spare the dying, toll the dead, word of radiance

1st level (4 slots): healing word, bless, guiding bolt, inflict wounds, shield, detect magic

2nd level (3 slots): blindness/deafness, silence, invisibility, mirror image, hold person

3rd level (3 slots): water walk, counterspell, dispel magic, fireball, mass healing word

4th level (3 slots): dimension door

5th level (3 slots): dawn, flame strike, insect plague

6th level (1 slot): harm, heal, sunbeam

7th level (1 slot): divine word, fire storm

8th level (1 slot): holy aura, sunburst

9th level (1 slot): mass heal

Turn Resistance. Zombie Jesus has advantage on saving throws against any effect that turns undead.

Actions

Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

Zombie Jesus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Zombie Jesus regains spent legendary actions at the start of its turn.

Cantrip. Zombie Jesus casts a cantrip.

Paralyzing Touch (Costs 2 Actions). Zombie Jesus uses its Paralyzing Touch.

Frightening Gaze (Costs 2 Actions). Zombie Jesus 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 zombie Jesus’s gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of zombie Jesus must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Mythic Actions

Zombie Jesus can take 1 mythic action, choosing from the option below. Only one mythic action option can be used at a time and only at the start of a combat round. Zombie Jesus does not regain spent mythic actions.

Ascension. If zombie Jesus is in his tomb when the sun rises on Easter day, he raises his hands above his head aligning the holes in his hands with the days first beam of daylight streaking into the tomb through an ornate hole behind the ascension altar. He then casts a 9th level Sunbeam and can create a new line of radiance as an action on his turn and as a free action at the end of any enemy creature's turn. Zombie Jesus is immobile while using this mythic action. This mythic action can be ended by moving zombie Jesus more than 5ft or knocking him prone.

Lair and Lair Actions

Zombie Jesus's Tomb

Zombie Jesus haunts it's burial tomb.

Everything about zombie Jesus's tomb reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and apostles lurk in shadowy recesses, emerging to destroy those who dare to disturb zombie Jesus's work.

A zombie Jesus encountered in its lair has a challenge rating of 23 (41,000 XP).

Lair Actions

On initiative count 20 (losing initiative ties), zombie Jesus can take a lair action to cause one of the following magical effects;  zombie Jesus can’t use the same effect two rounds in a row:

  • Zombie Jesus rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • Zombie Jesus targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the zombie Jesus to the target. Whenever the zombie Jesus takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, zombie Jesus takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until zombie Jesus or the target is no longer in zombie Jesus's tomb.
  • Zombie Jesus calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that zombie Jesus can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.

Previous Versions

Name Date Modified Views Adds Version Actions
4/2/2024 1:34:07 PM
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1
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Coming Soon
mcollins12321

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