Large Undead, Lawful Evil
Armor Class 24
Hit Points 270 (15d20 + 70)
Speed 50 ft.
STR
25 (+7)
DEX
15 (+2)
CON
23 (+6)
INT
13 (+1)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws STR +13, CON +12
Skills Animal Handling +10, Perception +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Petrified, Poisoned
Senses Darkvision 90ft, Passive Perception 20
Languages Abyssal, Common, Infernal
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Traverse Darkness (3/day). If Rylsarim is in shadows, he can fade into them becoming undetectable. On their next turn Rylsarim can reappear anywhere within his speed range.

Actions

Multiattack. Rylsarim makes two attacks in their turn.

Horse Kick. Melee Unarmed Attack: +14 to hit, reach 5ft., one target.
Hit: 13 (2d10+3) Bludgeoning Damage plus 6 (2d6) Necrotic damage

Longsword. Melee Weapon Attack: +14 to hit, reach 5ft., one target.
Hit: 16 (2d12+4)

Lance Charge. Melee Weapon Attack: +12 to hit, reach., one target.
Rylsarim must travel in a straight line for 20ft to use this, it can not be used over difficult terrain.
Hit: 35 (4d10+15)

Lifeforce Drain (Recharge 5-6, end of cast). Rylsarim calls to the sprits and casts a vale around themselves up to 10ft around themselves. All creatures in this zone at the start of the cast and at the start of Rylsarim turn for 2 turns, must roll a DC 18 Wis Saving throw, taking 20 (10d4) necrotic damage on a failed save or half as much damage on a successful one. Rylsarim then heals for half this damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Magic Block. When a creature makes a magical attack against Rylsarim, they can react to absorb the magic into their shield. Rylsarim must make a DC 14 Wis saving throw, on a pass they block half the incoming magical damage and gain resistance to that magic damage type. On a failed save they take full damage but still gain the resistance to that magic type.

Legendary Actions

Legendary Resistance. Rylsarim takes half damage on all non-magical attacks.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: ArcticCoastalForestGrasslandHillMountainSwamp

Kranhos94

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