Large Undead (Cleric, Cursed), Neutral
Armor Class 17 Natural Armor
Hit Points 243 (18d10 + 144)
Speed 35 ft.
STR
22 (+6)
DEX
18 (+4)
CON
26 (+8)
INT
15 (+2)
WIS
23 (+6)
CHA
21 (+5)
Saving Throws CON +14, INT +8, WIS +12, CHA +11
Skills Athletics +12, Deception +11, Insight +12, Performance +11, Religion +8
Damage Resistances Acid, Fire
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft (sees in magical darkness), Passive Perception 16
Languages Only languages she knew in life
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Hulking Silhouette. The Plague can fit into spaces for medium sized creatures without squeezing, and counts as one size larger for determining creatures she makes a grapple against.

Immutable Form. The Plague is immune to any spell or effect that would alter her form.

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

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

Legendary Resistance (3/Day). If the Plague fails a saving throw, she can choose to succeed instead.

Magic Weapons. The Plague’s weapon attacks are magical.

Infectious Fright. Whenever a creature is reduced to 0 HP by the Plague, each creature within 120 ft of her must make a DC 20 Wisdom saving throw or become frightened for one minute. The creature affected may make another saving throw at the end of their turns, ending the effect on a success.

Corrupt Intervention. When The Plague rolls for initiative, a 120-foot-radius sphere of dark tendrils and fog centered on her forms and blocks each creatures path from entering or escaping its walls for one minute. This sphere cannot be dispelled nor teleported out of without a creature making a DC 25 Wisdom saving throw first and taking 55 (10d10) force damage. On a success, the creature performs the action without fail but still takes half damage.

Actions

Multiattack. The Plague makes two attacks with her Profane Censer. She can replace one attack with a use of an at will spell from Spellcasting or Vile Purge (Corrupt Purge instead if available).

Profane Censer (Flail, +2). Melee Weapon Attack: +14 to hit, reach 10 ft., 1 target. Hit: 12 (1d8 + 8) bludgeoning damage, plus 9 (2d8) necrotic damage.

Vile Purge. The Plague projects her vomit in a line of 40 feet long and 5 feet wide from a direction she chooses. Each creature in the line must succeed a DC 20 Dexterity saving throw or become Infected. If the creature hit by this attack is immune to diseases or any poison, they take 17 (5d6) necrotic damage or half as much on a success instead. Infected: A creature that has this special condition is poisoned and must make a DC 22 Constitution saving throw at the end of each of their turns, then take 7 (2d6) poison damage, or half on a success. If a creature fails the saving throw to dodge this attack two times, they become unable to restore HP for the rest of its duration as well. They cannot get rid of this condition until they either have greater restoration casted on them, The Plague dies, or take a long rest. Outside of combat, they stop rolling saves and instead take two levels of exhaustionSpreading the Sickness: if a creature is Infected they can spread it to any healthy creature that touches them or is within 5 ft of them when they fail their save.

Corrupt Purge. If every creature within 120 feet of the Plague becomes Infected or is below half their HP while being immune, she replaces the Vile Purge attack with this action. The Plague begins ingesting and produces a more volatile projectile. She projects In a line of 40 feet long and 5 feet wide from a direction she chooses a burning black purge. Each creature in the line must make a DC 20 Dexterity saving throw. Creatures caught in it take 35 (10d6) acid damage on a failed save, or half as much damage on a successful one. This action lasts for one minute or until the Plague is unconscious. Afterward, she can only access this action again after rolling for initiative.

Spellcasting. The Plague casts one of the following spells, requiring no material components nor for creatures to understand her, and using Wisdom as the spellcasting ability (spell save DC 20, attack +12):

At will: light, spare the dying (cures creature of Infected condition), detect poison and disease, sanctuary, inflict wounds (cast at 3rd level), shield of faithbestow curse, dispel magicremove cursespeak with dead

2/day each: death ward (*casted before battle), contagion, harm, true seeing

1/day each: plane shift (self only), antimagic field, true resurrection

Reactions

The Plague can take up to three reactions per round but only one per turn.

Purify the Unfaithful. The Plague utters a quick prayer to interrupt a creature she can see that is casting a spell. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, the Plague makes a Wisdom check (DC 10 plus the spell’s level). On a successful check, the spell fails and has no effect. Whatever the spell’s level, the caster takes 9 (2d8) radiant or necrotic damage if the spell fails.

Dark Devotion (Recharge 4-6). In response to being hit with an attack, the Plague turns invisible and moves up to her movement speed without provoking opportunity attack. This lasts for one minute or until she takes an action or another reaction. Additionally, the attacker has the illusion of the Plague's form until she reappears or a different creature makes a DC 20 Intelligence (investigation) check to determine if the illusion is real or not.

Description

When she was five years old, Adiris, the youngest of a family of seven, was left on the brick-red burning steps of the Temple of Purgation at the centre of Babylon. To process her shock and sorrow, she held onto the belief that the Gods had a plan for her. Her new life was one of quiet servitude. She would tend to the gardens, prepare ceremonial meals, and polish ceremonial incense burners. At night, she would pray for a sign that would reveal her purpose.

When she came of age, she attended the high-ranking priests during the yearly worshipping of the sea-goat, the God of Water and Creation. Swinging a censer down the great hypo-style hall, she cast thick black fumes that reached the cold towering stone pillars before dissipating. Her worries lifted, and the resulting bliss made her feel closer to the Gods than ever. She worked herself to the bone each day that followed, fulfilling her duties while taking on new ones, as she aided the priests during purification rituals.

The priests were more and more in need of assistance. Cleansings were being performed daily to answer the demand from outside the high temple walls, where a catastrophic plague had resurfaced. Within months, the priests contracted the disease. It did not take long before they became too weak to perform any kind of ritual. Adiris, having assisted many purification rituals, was the only one able to carry on. The swelling panic had to be contained, even if by a novice.

Anxious before her first ceremony, Adiris visited the priests' sanctuary chamber. When she lit the candles, she noticed a narrow opening at the back. Sliding through the gap, she reached a crypt hidden under the sanctuary. The chamber was bare except for the golden statue of a woman, who stood with outstretched hands, her fingers covered in jewels. It was the sign Adiris had been waiting for.

The great hall was packed with followers who bowed down as Adiris entered. She strode to the brick altar and grabbed a ceremonial dagger forged in silver, her ruby ringed fingers wrapping around the blade like claws. The sudden display of luxury intrigued the followers, who were struck already by her youth and beauty.

As she began reciting the Epic of Creation, a woman at the back swooned and collapsed. Adiris rushed to her and noticed the black blisters covering her feet. Without hesitation, Adiris grabbed her sacred blade and swung it at her own foot, severing a toe. Then she offered the bloody part to the Gods, asking them to protect the woman. A silence fell over the followers, who revered Adiris as their new priestess.

Tales of her wealth, beauty, and devotion began to spread across the city as quickly as the disease. Soon, Adiris' followers called her the High Priestess of Babylon.

But her faith was tried when she showed the first signs of infection; her cough became a mix of phlegm and blood, her neck erupted in abscesses, and her four-toed foot darkened. Ashamed of her condition, she began wearing a veiled headpiece and carried a censer that masked the rancid smell of sick that clang to her skin. Hoping to be saved, she kept performing the rituals, offering blessed water and food to her followers.

But no ritual could save her. In a desperate attempt to appease the Gods, Adiris banished herself from the city. She traveled north with a few followers, venturing through the cold woodlands of Urashtu, until it was no longer possible to walk.

They camped in a damp cave, where Adiris lay in a pool of vomit. Her foot, which had turned black, was so swollen she could not go any further. Her followers and she realised the truth in that cave: they were all infected with the plague.

Kneeling among her retching followers, Adiris made one last prayer. The black fumes of incense rose into the damp air before being wiped off by a cold breeze.

Neither the body of Adiris nor those of her followers were ever found. Many told tales of her return, but no one truly knew what fate had befallen the High Priestess of Babylon.

Monster Tags: undeadhumanoidleader

Habitat: DesertUrban

Melonkoly

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