Medium Undead, Neutral Evil
Armor Class 13
Hit Points 109 (35d8)
Speed 40 ft.
STR
8 (-1)
DEX
16 (+3)
CON
10 (+0)
INT
10 (+0)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws DEX +7, WIS +5, CHA +8
Skills Perception +5
Damage Immunities Necrotic, Poison
Senses Truesight 60ft., Passive Perception 15
Languages Abyssal, Common
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (1/day). If the gallows speaker fails a saving throw, it can choose to succeed instead.

Divination Senses. The gallows speaker can see 60 feet into the Ethereal Plane when it is on the Material Plane and vice versa.

Incorporeal Movement. The gallows speaker can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Multiattack. The gallows speaker makes two attacks.

Ba'al Verzi Dagger. Ranged Weapon Attack: +8 to hit, range 30 feet, one creature. Hit: 6 (1d4 + 4) piercing damage and the target must make a DC 16 Wisdom saving throw, taking 12 (5d4) necrotic damage and becoming cursed until the start of the gallows speaker’s next turn on a failure. On a success, the target takes half the necrotic damage and isn't cursed. While cursed in this way, a creature moves at half speed and can't regain hit points, and the gallows speaker has advantage on attack rolls made against it. Leo doesn't gain disadvantage on an attack roll made with this attack due to being within 5 feet of a hostile creature.

Grasp of the Grave. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (6d4) necrotic damage and the target is grappled until the gallows speaker loses its concentration (as if concentrating on a spell) or until the target uses its action to break free (escape DC 16). (Dragging this target doesn't cause the gallows speaker to move more slowly.) The gallows speaker can then immediately move up to half its speed without triggering opportunity attacks. Until this grapple ends, the target is restrained and takes an additional 7 (3d4) necrotic damage at the start of each of its turns, and the gallows speaker can't use grasp of the grave on another target.

Bonus Actions

Shrieking Souls. A shroud of moaning spirits surrounds each creature within 5 feet of the gallows speaker. Each creature in that area must make a DC 16 Constitution saving throw or take 7 (2d6) necrotic damage and be dazed until the start of the gallows speaker’s next turn. (A dazed creature can move or take one action on its turn, not both. It also can’t take a bonus action or a reaction.)

Wail of the Forsaken (Recharge 5-6). The spirits within the gallows speaker’s cloak let out a maddened, burbling cry. Each creature within 60 feet must make a DC 16 Wisdom saving throw or be frightened until the start of the gallows speaker’s next turn.

Reactions

The avenger can take up to three reactions per round, though no more than one per turn. If it would lose its reactions and isn't incapacitated, it loses one reaction instead.

Ghastly Foresight. In response to being targeted by an attack or a spell that requires a saving throw, the gallows speaker imposes disadvantage on the attack roll or grants itself advantage on the saving throw. After the roll is made, the gallows speaker can immediately move up to half its speed without provoking opportunity attacks.

Traitor's Noose. In response to being targeted by a melee attack, the gallows speaker manifests a spectral noose that hangs loosely around the attacker's neck, forcing them to make a DC 16 Wisdom saving throw. On a failure, the attacker is filled with a brief and blinding rage toward another creature of the gallows speaker’s choice, and must instead immediately use its reaction, if available, to move up its speed toward that creature and make the same melee attack against that creature instead. The noose then disappears.

Haunting Echoes. In response to taking damage from a creature, the gallows speaker forces that creature to make a DC 16 Wisdom saving throw. On a failure, that creature takes 9 (2d8) psychic damage and has disadvantage on the next attack roll or ability check it makes before the start of its next turn.

Description

Ba'al Verzi Avenger balanced for 4 players. All credit goes to Dragnacarta and CoS:Reloaded

natpbar

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