Medium Undead, Any Alignment
Armor Class 20 Plate Armor
Hit Points 400 (30d12 + 180)
Speed 30 ft.
STR
24 (+7)
DEX
14 (+2)
CON
22 (+6)
INT
20 (+5)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws STR +13, CON +12, WIS +9
Skills Arcana +11, Athletics +15, Intimidation +14
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 13
Languages Common, Giant
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day): If Drax fails a saving throw, he can choose to succeed instead.

Magic Resistance: Drax has advantage on saving throws against spells and other magical effects.

Necromaton Phylactery. A necromaton’s body is its own phylactery. Its soul is anchored to the necromaton by biological matter (often an organ). If the phylactery the soul is currently inhabiting is destroyed and there are no other necromatons for the soul to possess, the necromaton dies.

 

Magic Resistance. The necromaton has advantage on saving throws against spells and other magical effects.

 

Turn Resistance. The necromaton has advantage on saving throws against any effect that turns undead.

 

Inventory. The necromaton is aware of the exact location of all of its necromaton phylacteries at all times.

 

Soul Transference. If the phylactery the necromaton’s soul is currently inhabiting is destroyed, the soul can possess another necromaton phylactery.

  • If the target phylactery is within 500 feet of the soul, the soul instantaneously possesses that necromaton phylactery.
  • If the target phylactery is within 10 miles of the soul, the soul takes 1 hour to possess that necromaton phylactery.
  • If the target phylactery is within 60 miles of the soul, the soul takes 1 day to possess that necromaton phylactery.
  • If the target phylactery is more than 100 miles away from the soul, the soul takes 1 week to possess that necromaton phylactery.
  • If the target phylactery is in another plane of existence than the one the soul is currently occupying, the soul takes 1 week to travel to the plane of existence where that necromaton phylactery is located. If the soul has to then travel within that plane of existence to reach the desired necromaton phylactery, the rules above still apply.

 

Spellcasting. The necromaton casts one of the following spells, requiring no material components and using Intelligence as its spellcasting ability (spell save DC 19, +11 to hit with spell attacks):

 

  • At will: mage hand, mending, alarm, catapult, magic missile (cast at 4th level), thunderwave (cast at 3rd level)
  • 3/day each: counterspell, heat metal, hold person, magic weapon, scorching ray, shatter 
  • 2/day each: fireball (cast at 5th level), haste, protection from energy, resilient sphere
  • 1/day each: animate objects (cast at 7th level), arcane hand (cast at 7th level), wall of force, seeming
Actions

Multiattack: Drax makes three attacks: one with his greatsword and two with his necrotic touch.

Greatsword: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 7) slashing damage plus 11 (2d10) necrotic damage.

Necrotic Touch: Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (4d10) necrotic damage. The target must succeed on a DC 20 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.

Animate Dead (Recharge 5-6): Drax raises up to five undead creatures within 60 feet of him. These undead obey his commands until they are destroyed.

Arm Cannon. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 17 (4d6 + 3) lightning damage.


Arm Torch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) bludgeoning damage plus 7 (2d6) fire damage.

 

 

Legendary Actions

Legendary Actions (3/round):

Move: Drax moves up to half his speed without provoking opportunity attacks.

Necrotic Bolt: Drax targets one creature within 120 feet of him with a bolt of dark energy. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 33 (6d10) necrotic damage.

Summon Necromaton (Costs 2 Actions): Drax summons a Necromaton to the battlefield. The Necromaton acts on its own initiative and obeys Drax's commands.

Frightening Gaze (Costs 2 Actions): Drax fixes his gaze on one creature within 60 feet of him. The target must succeed on a DC 20 Wisdom saving throw 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.

Missile. The necromaton casts magic missile at 4th level.

Spell. The necromaton casts a non-damaging spell.

Arm Attack. The necromaton makes one Arm Cannon attack or one Arm Torch attack.

Propulsed Backstep. The necromaton uses its thrusters to immediately move up to its speed without incurring attacks of opportunity.

Description

Vorak Thunderforge is a formidable foe, wielding both martial prowess and dark magic with equal skill. He commands legions of undead and is protected by the unholy power of his Necromaton creations. Only the bravest and most skilled adventurers dare to challenge his reign of terror in The Eternal Empire.

Inspired from "The Necromaton" of Pointy Hat

Lair and Lair Actions

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

  • The necromaton extends its necromantic magic to any constructs made by it within 90 feet of itself. Those constructs add 1d8 necrotic damage to any of their attacks until initiative count 20 on the next round.
  • The necromaton sends a shocking volt of arcane energy to one construct of its choice within 60 feet of the necromaton. The chosen construct doubles its movement speed and can take two actions and two reactions until initiative count 20 on the next round.
  • The necromaton grants its arcane gifts to all constructs made by it within 30 feet of itself. Those constructs can use their action to cast mending on any construct to heal 2d6 hit points. They retain this ability until initiative count 20 on the next round.

Monster Tags: undeadArtificer

taratorch0

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