Medium Undead, Lawful Evil
Armor Class 31 Adamantian armor
Hit Points 275 (22d8 + 176)
Speed 40 ft.
STR
22 (+6)
DEX
26 (+8)
CON
26 (+8)
INT
20 (+5)
WIS
20 (+5)
CHA
26 (+8)
Saving Throws DEX +17, CON +17, INT +14, WIS +14
Damage Vulnerabilities Radiant
Damage Resistances Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Damage Immunities Cold, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 120 ft., Passive Perception 30
Languages All Any 3 languages any three languages
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Vampiric Boon. When the priest deals necrotic damage to any creature, the priest gains a number of temporary hit points equal to half that necrotic damage. The priest’s speed also increases by 10 feet.

Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives. The priest dies if it receives a boon it already has. If it receives a new boon, it revives at the start of its next turn with half its hit points restored, and its creature type is now Undead.

To prevent this revival, the Tattoo of Osybus on the priest’s body must be destroyed. The tattoo is invulnerable while the priest has at least 1 hit point. The tattoo is otherwise an object with AC 15, and it is immune to poison and psychic damage. It has 15 hit points, but it regains all its hit points at the end of every combatant’s turn.

Spellcasting. Cole The Necromancer is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). Cole has the following wizard spells prepared:

 

Cantrips (at will): mending, mage hand, ray of frost, shocking grasp

1st level (at will): detect magic, magic missile, shield

2nd level (at will): arcane lock, darkness, detect thoughts, invisibility, mirror image

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

4th level (4 slots): blight, ice storm, phantasmal killer

5th level (4 slots): cloudkill, hold monster, wall of force

6th level (4 slots): create undead, circle of death, wall of ice, disintegrate

7th level (4 slots): finger of death, plane shift, teleport

8th level (3 slots): maze, mind blank, frozen tomb

9th level (2 slots): power word kill, wish, create soul gem, eye of the storm, create greater undead

10th level (2 slots):perfect wish

 

Devil's Sight Cole can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

 

Necrodoom When Cole the Necromancer uses an item or casts a spell to create undead, Cole raises an additional four undead who's CR is 9 or lower, and all undead that Cole raises are permanently under his control. In addition all undead Cole controls have their AC, attack bonus and hit points increased by +7.

 

Boon of Epic Magic. Cole has a single 10th level spell slot.

 

Ring of Stored Magic. Cole has an additional spell slot of each level.

 

Cloaked Adamantine Titanium Armor. When damaged by a critical hit, treat it as if it hit normally, and attacks that target you with disadvantage automatically miss.

 

Ring of Ice. This ring has 10 charges and regains 1d6 + 3 expended charges daily at dawn. The ring allows Cole to cast the following spells.

(1 charge) frost bolt, frostbite

(3 charges) frostfire bolt, froststrike, frozen tomb, ice spear

(4 charges) frostwave

(5 charges) ice beam, ice eruption, ice shards

(8 charges) ice wave

Actions

Multiattack. The priest attacks twice.

Ice Scythe.

Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (3d10+ 15) slashing damage plus 6 (1d12) cold damage. A creature hit by this scythe has their constitution score reduced by 1d4 until the creature finishes a long rest. If their score reaches zero, they die and become a zombie under Coles permanent control.

 

Siphon.

Melee Spell Attack: +14 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 7) necrotic damage. Cole regains an amount of hitpoints equal to the damage dealt. If this kills a creature, he regains twice the hitpoints.

 

Pitch Black.

Cole spends a 5th level spell slot, and causes his armor to release masses of hazardous shadow. A massive cloud of magical darkness appears where he stands with a radius of 60 ft. Cole can choose for up to 10 creatures to be able to see through the darkness automatically. As an action while the dark cloud exists, he can cause creatures of his choice inside the cloud to regain 2d12 hitpoints.

Bonus Actions

Soul Tattoo (Recharge 5–6)

 The priest touches one of the Soul Tattoos on its body. The tattoo vanishes as the trapped soul manifests as a shadowy creature that appears in an unoccupied space the priest can see within 30 feet of it. The creature has the size and silhouette of its original body, but it otherwise uses the stat block of a shadow.

The shadow obeys the priest’s mental commands (no action required) and takes its turn immediately after the priest. If the creature is within 5 feet of the priest, it can turn back into a tattoo as an action, reappearing on the priest’s flesh and regaining all its hit points.

Reactions

Undead Parry. If Cole is within 5 ft. of an undead creature he controls, he can use his reaction to instead have the attack target this creature.

 

Wall of Ice. Cole spends a 6th level or higher spell slot to cast Wall of Ice.

Legendary Actions

The 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. The regains spent legendary actions at the start of its turn.

Detect Magic. Cole widens his senses to detect any magical creature or spell being cast/casted within 100ft.

 

Quicked Undead. Cole summons an undead creature with a CR of 11 or lower, but it only lasts until the end of Cole's next turn.

 

'Magic Surge.(3 Actions) Roll 1d6-1. Cole regains an amount of spell slots totaling that number.

Description

She is Jessica's right hand woman.

Habitat: Arctic

SurgDexil