Medium Humanoid, Chaotic Evil
Armor Class 15 Natural
Hit Points 213 (22d12 + 70)
Speed
STR
12 (+1)
DEX
20 (+5)
CON
18 (+4)
INT
6 (-2)
WIS
7 (-2)
CHA
9 (-1)
Damage Vulnerabilities Bludgeoning
Damage Resistances Piercing
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Truesight 5 ft., Passive Perception 9
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Cursed Encore. When the Crazed Kung foo Necromancer reaches half health(106hp), All humanoids within 100 ft makes a DC 15 Charisma save. On a failure, all attacks must roll an additional damage die(1d4+1) and subtract that from their total damage if they are not using unarmed strikes, with a minimum damage of 1. On a Success, the afflicted gain a 1d6 to all melee attacks, with this effect lasting 2 minutes.

Possess Summon. Every Turn, roll a d20. on a 17 or higher, the Crazed Kung foo Necromancer takes over the body of a summoned monster within 20 ft, and the Crazed Kung foo Necromancer's body dissapears. While occupying a monster, the Crazed Kung foo Necromancer's health takes half amount of damage the possessed takes. This Lasts for 3 Turns, and skip rolling for this the turn after it occurs. This also happens automatically on the 2nd turn. If the possessed dies while being occupied, the Crazed Kung Foo Necromancer appears in the space of the possessed.

Actions

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 8 (1d6+5) bludgeoning damage.

 

Bonus Actions

Conjure Bone Lee. Roll a d20. On a 12-13, summon a Bone Lee, summon two on a 14-15, and summon 3 on a 16-17. On an 18 or higher, summon a Big Bone Lee. If the Crazed Kung Foo Necromancer is possesssing a summon, a dc 14 perception check can reveal the skeleton to be chanting if the Crazed Kung Foo Necromancer successfully summons something.

Description

A Robed Skeleton with various martial arts paraphernalia equipped, muttering incantations and attempting to provoke its opponent into a fist to fist brawl.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
10/6/2024 12:00:48 AM
1
0
--
Coming Soon
Naboto

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