Large Undead (Dragonborn), Chaotic Evil
Armor Class 18 Natural
Hit Points 210 (20d10 + 100)
Speed 40 ft., fly 60 ft.
STR
6 (-2)
DEX
3 (-4)
CON
5 (-3)
INT
2 (-4)
WIS
3 (-4)
CHA
4 (-3)
Saving Throws DEX +1, CON +2, WIS +1, CHA +2
Skills Intimidation +9, Perception +8, Stealth +8
Damage Resistances Cold, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision Goes to 120ft, Passive Perception 18
Languages Common, draconic, infernal
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Aura of dread. Creatures within 30 feet of the abyssaryn must succeed on a dc 18 wisdom saving throw when they encounter the Abyssaryn or become frightened for 1 min. A creature that succeeds on the saving throw is immune to this effect for 24 hours.

Legendary resistance(3 uses a day). If the Abyssaryn fails a saving throw, it can choose to succeed instead

deathly wings. The Abyssaryn ’s wings emit a chilling, spectral aura. When the Abyssaryn flies it can use its bonus action to create a 15-foot-radius area of necrotic energy centred on itself. Creatures within this area take 10 3d6 necrotic damage at the start of their turn. (2 uses every long rest)

undead nature. The Abyssaryn does not require an food, water, or air

Actions

multiattack. The Abyssaryn makes three attack: one with bite, one with claws, and one with tail. (If uses action, the Abyssaryn can’t do anything anything else for the rest of its turn)

bite. Melee weapon attack: +11 to hit, reach 10ft, one target. Hit: 17(2d10+6) piercing damage. Plus 7 (2d6) necrotic damage 

claws. Melee weapon attack: +11 to hit, reach 5ft, one target. Hit: 15 (2d8+6) slashing damage.

tail. Melee weapon attack: +11 to hit, reach 15ft, 1-5 targets. Hit: 18 (2d10+6) bludgeoning damage, and the target(s)must succeed on a DC 18 strength saving throw or be knocked prone.

shadow breath (recharge 5-6 turns). The Abyssaryn exhales a 60-foot cone of chilling necrotic energy. Each creature in that area must make a DC 18 constitution saving throw, taking 49 (11d8) necrotic damage on a failed save, or half as much damage on a successful throw. Creatures that fail the saving throw are also frightened for 1 min. They can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success.

Bonus Actions

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

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

The Abyssaryn can only use legendary actions one at a time and at the end of another creatures turn. The Abyssaryn regains spent actions at the start of its turn

tail swipe. The Abyssaryn makes a tail Attack

dark ecscape (costs 2 actions). the Abyssaryn beats its wings. Each creature within 10 feet of it must succeed on a DC 18 dexterity saving throw or take 14 (2d6+6) bludgeoning damage and be pushed 10 feet away. The Abyssaryn can then fly up to half its flying speed

Mythic Actions

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

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Abyssaryn, a dragon born-death angel hybrid, stands as a terrifying fusion of strength and dread, a creature born from the darkest corners of myth. Its body is a formidable blend of scaled, muscular dragon Features interval with jagged, skeletal elements that echo the Erie presence of a death angel. Dark, leather wings stretch from its back, partially tattered, with sharp, boney spines, cutting out along the edges, making each be a chilling site. The creatures had is a grotesque mix of dragon and Spectre— curved, menacing horn frame, a skull face, its eyes glow with a cold, sinister light that pierces the gloom. Its mouth, lined with row of sharp, jagged teeth, curls into a perpetual, predatory snarl. Rib leg structures run across his chest, giving a glimpse of the dark, shadowy essence that pulses within. Every inch of the creature exudes an aura of power and danger, as it stands, poised to unleash its wrath upon any who dare cross its path, it’s tail swing with a slow, deadly grace, ready to strike the swirling mist that gathers at its feet, whispers of other worldly realm, shrouding the beast in Vale of mystery and fear. 

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.

ChildOfTheSevenSeas

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