Large swarm of Large fiends, Neutral Evil
Armor Class 15 Magic Armor
Hit Points 100 (100d20 + 5)
Speed 1000 ft., Hovering never touching the floor
STR
15 (+2)
DEX
12 (+1)
CON
16 (+3)
INT
18 (+4)
WIS
19 (+4)
CHA
14 (+2)
Saving Throws STR +7, CON +8
Skills Acrobatics +50, Animal Handling +25
Damage Resistances All
Damage Immunities Acid
Condition Immunities Charmed
Senses Darkvision the Darkness will not Hide you, Truesight you Can't hide from me, Passive Perception 12
Languages All dont judge a book by its cover all Languages
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Special Trait Name. Can only Be summoned using magical equipment.

Spellcasting. The [Undead Minion] is a level 15 Elemental. Its spellcasting ability is [35] (spell save D20 Constitution, +D20 to hit with spell attacks). The [Undead Minon] has following [Magic Absorbtion] spells prepared:
Cantrips (Magic Hand): [Flame Hand], [Frost Touch] 
5th level (2 Slots): [see invisibility], [scorching ray] 

Actions

Action Name. When overloaded with magical attacks the creature blows up doing damage equal to damage Apon itself.

Action Melee Attack. *Melee weapon attack*: +12 to hit, reach # 5ft., 2 target. Hit: 1 (2d8 + 5) Elemental damage. 

Action Ranged Attack. RangedWeapon Attack: 10 to hit, range 60/60 ft., 1 target. Hit: 2 (3d5 + 3) Elemental damage.

Bonus Actions

Spell slots can be reused but once per encounter

Reactions

Reaction Name: Apon being stricken the monster uses the magic that strikes it to protect it from all attacks, absorbed damage up to 20 breaks the magical armor.

Legendary Actions

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

Double Foul (Costs 1 Actions). this creature may use any of its abilities twice once per encounter, will not use spell slots

Description

soul deprived and Goals Vanquished the monster itself walks along the dark void Apon being summoned its hopes of life is regained as its Farol Nature kills and eats. once ordered to kill its target it will not rest till the target is destroyed but be warned you must roll a D20 saving throw of 15 or greater to prevent it from killing you once summoned, must be level 5 or higher to dominate the creature.

Once summoned you are allowed to unsummon it if you miss your saving throw

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.

Monster Tags: Abominations

Habitat: Underdark

tiptoe1126

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