Medium Undead, Chaotic Evil
Armor Class 16
Hit Points 240 (20d20 + 30)
Speed
STR
22 (+6)
DEX
19 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
24 (+7)
CHA
18 (+4)
Saving Throws STR +11, DEX +9, CON +9, CHA +9
Damage Resistances Fire, Necrotic, Poison
Condition Immunities Charmed, Poisoned
Senses Passive Perception 18
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Body Of Decay. After Aril takes necrotic damage, it seeps into his blade causing it to deal half of the damage he took on his next attack.

Undead Fortitude. After being reduced to 0 hit points, Aril can make a constitution saving throw of 5 + the damage taken, on a success he is reduced to 5 hit points. On a failure he just regularly dies.

Decaying Aura. Any creature thats starts their turn within 5 feet of Aril takes 7 (1d12) necrotic damage.

Actions

Multiattack. Aril makes up to 3 attacks.

Glaive. Melee Weapon Attack: +11 to hit, reach 15 ft., 1 target. Hit: 18 (2d10 + 7) slashing damage plus 5 (1d8) necrotic damage. 

Spinning Slice. Aril begins to spin the glaive as dangerous purple and black flames begin to be emitted that trail behind him. He then spins around and emits a great slice which, on a hit causes the target takes 20 (2d12+7) slashing damage plus 7 (1d12) necrotic damage.

Wave Of Decay (Recharge 5-6). Aril's glaive is engulfed purple flames as well as his body, after he strikes the ground, a wave of purple flames cascades outwards, causing all creatures in a 30 foot sphere to have to make a DC 21 dexterity saving throw or take 46 (8d8+10) necrotic damage on a failed save or half as much on a success. A creature that fails this saving throw is harmed until the start of their next turn.

Decaying Blast. RangedWeapon Attack: +10 to hit, range 45/60 ft., 1 target. Hit: 20 (2d12 + 7) necrotic damage.

Explosion Of Decay (Recharge 5-6). Aril lights his body ablaze with more decaying flames and releases a shriek. A large explosion of decaying flame causes all creatures in a 30 foot radius to have to make a DC 21 dexterity saving throw or take 55 (10d10) necrotic damage on a failed save or half as much on a success. Aril deals 1 extra necrotic damage for every creature that fails the saving throw.

Decaying Grasp. Aril makes a grapple check on a creature, on a success, bright purple and black flames begin to pour from his eyes onto his arms which slither quickly onto the grappled creature where they now take 11 (2d10) necrotic damage at the start of their turns for the next 3 rounds.

Legendary Actions

Aril has 3 legendary actions which he can use at the end of a creatures turn, he regains all spent actions at the start of his turn.

Glaive (Costs 1 Action). Aril uses a glaive attack.

Special Attack (Costs 2 Actions). Aril uses a special attack.

Previous Versions

Name Date Modified Views Adds Version Actions
3/23/2024 9:43:17 PM
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Coming Soon
Tiamatslayer25439

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