Gargantuan Monstrosity (Wizard), Neutral Evil
Armor Class 15 (18 with mage armor)
Hit Points 281 (16d20 + 80)
Speed 20 ft., Fly 120 ft.
STR
28 (+9)
DEX
10 (+0)
CON
20 (+5)
INT
18 (+4)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws DEX +5, CON +10, WIS +6, CHA +7
Skills Arcana +5, Deception +5, Perception +5
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60, Passive Perception 16
Languages Auran, Common, Undercommon
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Keen Sight. Archojexal has advantage on Wisdom (Perception) checks that rely on sight.

Spellcasting. Archojexal is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Archojexal has the following wizard spells prepared:

Cantrips (at will): chill touchminor illusionmage handprestidigitation, message

1st level (4 slots): detect magicmage armormagic missileshield

2nd level (3 slots): darknesssuggestion, hold person

3rd level (3 slots): counterspellfireballbestow curse, fear

4th level (3 slots): greater invisibilityblight

5th level (2 slots): cone of cold (can be replaced with Danse Macabre from XGtE)

6th level (1 slot): Chain Lightning, Eyebite (can be replaced with Tenser's Transformation from XGtE)

War Caster. Archojexal has advantage on concentration saving throws, and he can cast a cantrip in place of an opportunity attack against the creature who provoked it.

Inured to UndeathArchojexal's hit point maximum can’t be reduced.

Undead Thralls. Any undead Archojexal creates have an increase of 11 to their maximum hit points, and a +5 bonus to their weapon damage rolls.

Superior Spellcasting. Archojexal does not need to provide Material, Verbal, or Somatic components for his spells. In addition, his spellcasting DC, spell attack modifier, and the number of spells he can have prepared increase by 1 (already factored in) and he can cast one spell without consuming a spell slot once per long rest.

Actions

Multiattack. Archojexal makes two attacks: one with its beak and one with its talons. He can replace either attack with one cantrip.

Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.

Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained. Archojexal has 2 talons. Once he has 2 creatures grappled, he can't grapple another target this way.

Summon Undead. (Recharge 6) Archojexal can target up to three medium corpses or piles of bones of a medium or small humanoid. The target becomes a skeleton if Archojexal chose bones or a zombie if he chose a corpse.  Archojexal can use a bonus action to mentally command any creature he made with this spell if the creature is within 60 feet of him (if he controls multiple creatures, he can command any or all of them at the same time, issuing the same command to each one). He decides what action the creature will take and where it will move during its next turn, or he can issue a general command, such as to guard a particular chamber or corridor. If he issues no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. Archojexal can have no more than three undead under his control this way.

Legendary Actions

Archojexal 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. Archojexal regains spent legendary actions at the start of its turn.

Detect. Archojexal makes a Wisdom (Perception) check.

Talons (Costs 2 Actions). Archojexal makes one talon attack.

Spell (Costs 2 Actions). Archojexal casts a spell.

Habitat: ArcticCoastalDesertHillMountain

Monster_Master

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