Medium Undead (Cursed), Chaotic Evil
Armor Class 18
Hit Points 280 (20d8 + 120)
Speed 60 ft., Hovers
STR
15 (+2)
DEX
18 (+4)
CON
22 (+6)
INT
16 (+3)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws DEX +10, CON +12, WIS +8, CHA +11
Skills Perception +4
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Darkvision 120 ft., Passive Perception 12
Languages Abyssal, Common, Elvish
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Incorporeal Movement. Thandor can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object.

Legendary Resistance (3/Day). If Thandor fails a saving throw, he can choose to succeed instead.

Life Drain. When Thandor deals necrotic damage to a creature, the creature must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A creature slain by this ability rises as a wraith under Thandor’s command in 1d4 hours.

Aura of Despair. Creatures within 20 feet of Thandor have disadvantage on saving throws against being frightened and on Wisdom (Perception) checks.

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

Actions

Multiattack. Thandor makes three attacks with his Shadowblade or one attack with his Wail of Despair.

Shadowblade. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 25 (4d10 + 5) necrotic damage, and the target must succeed on a DC 18 Constitution saving throw or be paralyzed until the start of Thandor’s next turn.

Wail of Despair (Recharge 5-6). Thandor releases a soul-piercing scream. Each creature within 30 feet of him that can hear the wail must succeed on a DC 18 Wisdom saving throw or take 36 (8d8) psychic damage and be frightened for 1 minute. While frightened in this way, a creature is also paralyzed. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Spectral Veil (3/day): As a bonus action, Thandor may wrap himself in shadows, becoming invisible until the end of his next turn or until he attacks.

Shadowstrike (3/day): As an bonus action, Thandor may unleash a pulse of necrotic energy from his blade, targeting a creature within 30 feet. The target must succeed on a DC 15 Dexterity saving throw or take (3d8) necrotic damage and have its speed reduced by 10 feet until the end of its next turn. 

Legendary Actions

Thandor can take 3 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. Thandor regains spent legendary actions at the start of his turn.

Shadow Step. Thandor magically teleports up to 30 feet to an unoccupied space he can see.

Chilling Grasp. Melee Spell Attack: +11 to hit, reach 10 ft., one creature. Hit: 18 (4d8) necrotic damage, and the target is grappled (escape DC 18) until the start of Thandor's next turn.

Summon Wraith (Costs 2 Actions). Thandor summons a wraith in an unoccupied space he can see within 60 feet of him. The wraith acts as Thandor’s ally and obeys his commands, taking its turn immediately after his. It lasts until destroyed or until Thandor dismisses it as a bonus action.

Description

Wraith-Lord Thandor is a powerful undead adversary with abilities centered around necrotic energy, battlefield control, and strong melee attacks with his unique Shadowblade, especially dangerous in close combat.

His lair actions and legendary actions make him a formidable presence, and his necrotic powers combined with his Wail of Despair will keep players on edge throughout the encounter.

He is designed as a high-level threat and would serve as a significant challenge to adventurers, especially if they confront him in on his home turf.

Lair and Lair Actions

When fighting inside his cursed stronghold, Thandor can invoke lair actions on initiative count 20 (losing initiative ties). He can’t use the same effect two rounds in a row.

Dark Chains.
Spectral chains lash out from the walls, targeting up to two creatures within 30 feet of Thandor. Each target must succeed on a DC 18 Strength saving throw or be restrained until the start of the next round.

Soul Drain. Thandor siphons life energy from his surroundings, forcing all creatures within 20 feet of him to make a DC 18 Constitution saving throw. On a failure, a creature takes (3d8) necrotic damage, and Thandor regains hit points equal to half the necrotic damage dealt. 

Veil of Shadows. The area within 60 feet of Thandor becomes heavily obscured with ghostly mist until the start of his next turn. Creatures other than Thandor that start their turn in the mist must succeed on a DC 18 Wisdom saving throw or be frightened until the start of their next turn.

Habitat: ForestGrasslandHillMountain

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