Commander of the Dead. Zs'Skayr has total control over all truly undead creatures within one mile of him, manipulating them like the world's most sophisticated puppets or animatronics. Whenever a creature dies within this range, Zs'Skayr may instantly take control of it, raising it from the dead as a solider in his infinitely expanding army.
Exemplar Warmage. Zs'Skayr has ADV on CON saves made to maintain concentration and has a permanent +10 to this specific Saving Throw Proficiency. Additionally, he may make ranged spell attacks within melee range without imposing any DISADV on himself. Finally, when a creature moves beyond 20ft from him, Zs'Skayr may use his Grasp of Death attack on that creature.
Unrelenting Undeath. Zs'Skayr has 8 Legendary Resistances which he may use when he fails a saving throw to succeed instead. These recharge on completion of a Long Rest.
Radiating Undeath. A 20ft radius emanation centered on Zs'Skayr is always active during combat. Any hostile creatures within this radius must make a DC 25 CON saving throw at the beginning of each of their turns. On a failure, they are "Deafened" and Zs'Skayr is obscured to them giving him ADV on his attacks against them, and they have DISADV on their attacks against him, they take 21 (2d12+8) Necrotic damage upon failure and when they start their turn within the radius, they cannot see somatic components Zs'Skayr performs to cast a spell, they are considered to be moving in Difficult Terrain when moving toward Zs'Skayr, but not when they move away from him. On a success, they take half of the damage and are not slowed by this emanation's effect.
Phylactery Proximity. While in one of Zs'Skayr's many homes, or within 1 mile of a phylactery, he has ADV on and a +10 bonus to Initiative rolls, as do all his thralls. Additionally, he and his thralls have ADV on all attack rolls and saving throws made during combat. This can stack with other sources of ADV.
Cosmic Knowledge. Zs'Skayr can make an Intelligence (Insight) check against a creature's Deception skill at any time. On a success, he can see into their minds and souls and learn of their darkest desires and deepest held secrets.
Multiblast. Zs'Skayr can make up to six attacks with his Grasp of Death Or, he make substitute three of those attacks for Punish the Incompetent.
Grasp of Death. Ranged Spell Attack: +17 to hit, 300ft range, 21 (2d12+8) Necrotic.
- Lifedrain. Each time any creature is dealt damage by this action, their maximum Hit Points are reduced by half of the damage taken. Zs'Skayr also creates for himself Temporary Hit Points equal to the damage dealt.
Punish the Incompetent. Ranged Spell Effect: Up to 4 creatures within 200ft must make a DC 25 INT saving throw. On a failure, they become Blinded, Deafened, and Paralyzed and receive 30 (4d10+8) Necrotic at the start of each of their turns, for up to 10 turns. They may repeat their saving throw at the end of each of their turns. This effect can be dispelled by a "Remove Curse" or "Dispel Magic" cast at 6th level or higher, or any similar spell cast at or above 6th level.
Long Unlived Spellcaster. Zs'Skayr is a very well accomplished spellcaster. He has 250 Spell Points, and access to every Wizard and Cleric Spell at all times. He may cast up to two spells per action, as long as their total combined levels to not exceed 15.
- 2 Spell Points
- 3 Spell Points
- 5 Spell Points
- 6 Spell Points
- 7 Spell Points
- 9 Spell Points
- 10 Spell Points
- 11 Spell Points
- 13 Spell Points
Intellect Fortress. Whenever a creature makes an attack against Zs'Skayr, he may increase his Armor Class by 8 (INT Score) to attempt to make it miss. If the attack still lands, he deals 26 (4d8+8) Psychic damage to them instantly.
Scapegoat. When a creature lands an attack or casts a spell that would deal damage to Zs'Skayr, he may teleport himself and a nearby thrall within 150ft, swapping places and forcing the damage to instead trigger on the thrall.
Counterspell. When a creature within 120ft of Zs'Skayr casts a spell, he may attempt to disrupt it. The caster must succeed on a DC 25 CON saving throw, as if they were making a Concentration check. On a failure, their spell fizzles, but the slot is not expended.
Zs'Skayr has 10 Legendary Actions he can take at the end of another creature's turn.
Lunging Shadows. Zs'Skayr makes his Grasp of Death attack 3 times or Punish the Incompetent once.
Shadow Step. Zs'Skayr teleports from his location to another point within 100ft, and becomes "Invisible" until he takes an action.
Warmage Counterstrike (2). Zs'Skayr casts a spell with a level no greater than 4th.
Raise an Army (3). Zs'Skayr summons either 14 (4d4+4) zombies or 3 Knights of Zs'Skayr.
Fortify the Dead (4). Zs'Skayr gives each of his allies within 240ft of him 22 (4d6+8) Temporary Hit Points.
Lair and Lair Actions
While in one of Zs'Skayr's many lairs, these actions take place on the initiative count listed.
Writhing Necromancy (20). Shadowy vines rip through the ground across the whole battlefield. Hostile creatures must make a DC 20 DEX saving throw, receiving 19 (3d6+8) Necrotic damage and becoming "Grappled" on a failure. Creatures flying 20ft above the ground or lower are dragged to the ground. The receive half the damage and no grapple on a success. Creatures my repeat this save at the beginning of their turns to break the grapple, at no action cost.
Wither and Bloom (15). Each hostile creature on the ground must make a DC 20 CON saving throw, receiving 28 (3d12+8) Necrotic damage on a failure, and none on a success. Zs'Skayr heals for half of the damage dealt by this Lair Action.
Wretched Darkness (10). Hostile creatures must make a DC 20 CON saving throw, becoming "Blinded" by magical darkness on a failure. This darkness consumes the battlefield until the end of the creature's turn two after this action in the initiative order.
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