Large Aberration, Chaotic Evil
Armor Class 17
Hit Points 144 (17d10 + 51)
Speed 40 ft.
STR
20 (+5)
DEX
14 (+2)
CON
17 (+3)
INT
8 (-1)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws CON +7, WIS +5
Skills Perception +15, Stealth +5
Damage Resistances Bludgeoning and Piercing from nonmagical attacks, Necrotic
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 11
Languages Abyssal, telepathy 120 ft.
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Aberrant Nature. The Abyssal Scythefiend does not require air, food, drink, or sleep.

Necrotic Aura (Recharge 5–6). The Abyssal Scythefiend releases a wave of necrotic energy. Creatures within 10 feet must make a DC 16 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Soul Drain (1/Day). When the Abyssal Scythefiend reduces a creature to 0 hit points, it can use its reaction to absorb part of the victim’s soul, regaining 20 hit points and gaining advantage on all attack rolls until the end of its next turn.

Undead Fortitude. If damage reduces the Abyssal Scythefiend to 0 hit points, it must make a Constitution saving throw (DC 5 + the damage taken), unless the damage is radiant or from a critical hit. On a success, the Scythefiend drops to 1 hit point instead.

Actions

Multiattack. The Abyssal Scythefiend makes two attacks with its Scythe Arms.

Scythe Arms. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) slashing damage plus 10 (3d6) necrotic damage.

Necrotic Bolt. Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 21 (6d6) necrotic damage. If the target is reduced to 0 hit points by this attack, it rises at the start of the Abyssal Scythefiend’s next turn as a zombie under its control.

Reactions

Grim Reaper’s Parry. When a creature within 10 feet of the Abyssal Scythefiend makes a melee attack against it, the Scythefiend can use its reaction to block the attack with its scythe arm. The attacker must make a DC 16 Strength saving throw. On a failed save, the attack is deflected, and the attacker takes 10 (3d6) [necrotic] damage as dark energy surges through the scythe. On a successful save, the attack proceeds normally, but the attacker still takes 5 (2d6) [necrotic] damage.

Legendary Actions

The Abyssal Scythefiend can take 1 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Scythefiend regains spent legendary actions at the start of its turn.

Swipe. The Abyssal Scythefiend makes a single Scythe Arm attack.

Dark Step. The Abyssal Scythefiend teleports up to 30 feet to an unoccupied space it can see.

Shadowed Recovery. The Abyssal Scythefiend regains 10 hit points.

 

Description

The Abyssal Scythefiend is a grotesque amalgamation of twisted flesh and necrotic energy. Standing over eight feet tall, its skin is a mottled, pale gray, stretched over elongated bones. Its arms have warped into massive scythe-like appendages of jagged, blackened bone dripping with necrotic ichor. Its face is a hollow cavity, a void pulsing with dark energy, echoing with the moans of souls trapped inside.

jarrodwhitley

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