Armor Class 22 Plate, shield
Hit Points 280 (25d6 + 150)
Speed 30 ft.
STR
22 (+6)
DEX
14 (+2)
CON
24 (+7)
INT
12 (+1)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws CON +12, WIS +9, CHA +10
Skills Athletics +10, Intimidation +10, Religion +6
Damage Resistances Bludgeoning, Cold, Fire, Piercing, Slashing
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 120ft, Passive Perception 14
Languages Abyssal, Common
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits
  • Aura of Abyssal Dread: Any creature hostile to the paladin that starts its turn within 15 feet of the paladin must make a DC 17 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, the creature's movement speed is halved. A creature can repeat the save at the end of its turns, ending the effect on a success.

  • Necrotic Nature: When the paladin is subjected to necrotic damage, it instead takes no damage and regains a number of hit points equal to the damage taken.
  • Fiendish Regeneration: The paladin regains 15 hit points at the start of its turn if it has at least 1 hit point and hasn't taken radiant damage since its last turn.

  • Dark Fury: When the paladin takes damage from any source, it can use its reaction to emit a burst of necrotic energy. All creatures within 10 feet must succeed on a DC 17 Constitution saving throw or take 14 (4d6) necrotic damage.

  • Turn Resistance: The paladin has advantage on saving throws against effects that turn undead.

Actions

 

  • Multiattack: The paladin makes two Abyssal Greatsword attacks.

  • Abyssal Greatsword: Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
    Hit: 21 (4d6 + 6) slashing damage plus 13 (3d8) necrotic damage.

  • Abyssal Bolt (Recharge 5-6): A line of dark energy erupts from the Amulet of Dark Gods in a 60-foot line that is 5 feet wide. Each creature in the line must make a DC 17 Dexterity saving throw, taking 36 (8d8) necrotic damage on a failed save or half as much on a successful one.

 

 

Reactions

Dark Fury: When the paladin takes damage from any source, it can use its reaction to emit a burst of necrotic energy. All creatures within 10 feet must succeed on a DC 17 Constitution saving throw or take 14 (4d6) necrotic damage.

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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.

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.

DeathByKevin

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