Medium Undead, Lawful Evil
Armor Class 17 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
12 (+1)
INT
20 (+5)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +5, INT +9, WIS +6
Skills Arcana +19, History +12, Insight +9, Perception +9
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision, Truesight 120 ft., Passive Perception 19
Languages Common plus up to five other languages
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (2/Day). If the Awakened fails a saving throw, it can choose to succeed instead.

Rejuvenation. If the Awakened deals damage, either with its spells or with its melee, it regains d6+1 health

Spellcasting. The Awakened is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +5 to hit with spell attacks). The Awakened has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost

1st level (4 slots): detect magic, magic missile, shield, thunderwave

2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image

3rd level (3 slots): animate dead, counterspell, dispel magic, fireball

4th level (3 slots): dimension door

Unseen Horror. When not summoned or enraged, Awakened have no physical form and almost never have a phylactery,. In those rare cases, the most insane Awakened who style themselves as a Lich may bind themselves to one. If so, they regain d6+6 health when doing damage to a creature, but take triple damage if the vessel is attacked. 

Turn Resistance. The Awakened has advantage on saving throws against any effect that turns undead.

Actions

Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bringer of Darkness. Spell, Instant
The Awakened, when disturbed or summoned, will immediately cast Bringer of Darkness on the surrounding lands, bathing it in darkness and summoning a host of spirits of the fallen in its domain. On its next turn, the land is covered in darkness and all creatures within a 300ft must make a DC 15 Con saving through. On a fail, the creature takes D6+6 Necrotic damage or D3+3 on success

 

Bonus Actions

Bonus Action. The Awakened may attack once with a weapon of its choosing. Awakened cannot wield Celestial Weapons

Legendary Actions

The Awakened can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Awakened regains spent legendary actions at the start of its turn.

Cantrip. The Awakened casts a cantrip.

Paralyzing Touch (Costs 2 Actions). The Awakened uses its Paralyzing Touch.

Frightening Gaze (Costs 2 Actions). The Awakened fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the lich’s gaze for the next 24 hours.

Description

An Awakened is a fallen Champion who has obtained vast Necromantic powers, at the cost of their mind and soul. Often losing all hopeful and good memories of their past lives, they are creatures of insanity, delusion, bitterness and rage, often beyond any kind of reason or pity. 

Be they mad Kings lost to paranoia, Paladins who broke oaths in battle, or merely heroes too desperate to save others, Awakened gain their name from the sleep they are in at all times when not in the throes of madness. 

Disdainful and egotistic to an extreme, Awakened are almost beyond any sort of saving, but in the rarest of cases, they can be bargained with, trading knowledge for power especially magic items linked to their former life. 

Lair and Lair Actions

A Awakened Lair

An Awakened often haunts it previous home or station with jealous greed, referring to the marred lands as their "Kingdoms" or "Empires" and expelling or otherwise dealing with all intruders. Filled with the lost possessions of travelers and enemies, an Awakened lairs is often a horde of wealth to those that can survive.

Lair Actions

  • The Awakened calls forth the spirits of creatures that died in its charge. These apparitions materialize and attack all creatures that the lich can see within 60 feet of it. The target must succeed on a DC 15 Constitution saving throw, taking D3+3 necrotic damage on a failed save, or D3 on a success. This continues without costing an action until the Awakened is defeated.

Monster Tags: ambusher

Habitat: Urban

LordDrakkon7367

Comments

Posts Quoted:
Reply
Clear All Quotes