Medium Undead (Elf), Chaotic Evil
Armor Class 19 Light
Hit Points 256 (27d10 + 108)
Speed 40 ft.
STR
14 (+2)
DEX
22 (+6)
CON
18 (+4)
INT
10 (+0)
WIS
18 (+4)
CHA
12 (+1)
Saving Throws DEX +13, CON +11, WIS +11
Skills Acrobatics +9, Athletics +9, Stealth +13, Survival +12
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Blinded, Frightened, Poisoned
Senses Truesight 300, Passive Perception 23
Languages Elvish, Sylvan
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Innate Spellcasting. Zylrel’s spellcasting ability is Wisdom (spell save DC 17). He can innately cast:

  • At will: darkness, pass without trace

  • 3/day each: misty step, silence

Ambusher of the Void. On the first round of combat, Zylrel makes two ranged attacks with his musket against each creature not in total cover. This replaces his Multiattack for that round.

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

Death Strike (1/Turn). If Zylrel hits a creature, the attack deals an extra 42 (12d6) damage. Double dices for suprised attack.

Actions

Multiattack. Zylrel makes three musket attacks, prioritizing different conscious targets.

Soul-Infused Musket. Zylrel’s musket (150/600 ft.) +12 to hit, deals 2d10 + 6 piercing + 3d6 necrotic damage. On a hit, the target must succeed on a DC 20 Strength save or be pushed 10 ft. or disarmed. Zylrel ignores disadvantage on ranged attacks in melee.

Spectral Crystal Trap. Zylrel summons a 20-ft.-radius zone of jagged crystals. Creatures in the area take 4d8 slashing damage (DC 18 Dexterity save for half). Lasts 1 minute.

Sandstorm Veil (Recharge 5–6). Zylrel conjures a sandstorm in a 60-ft. radius. The area is heavily obscured, and non-undead creatures take 4d6 slashing damage at the start of their turns (DC 18 Constitution save for half).

Bonus Actions
  • Cunning Action. Zylrel takes the Dash, Disengage, or Hide action.

  • Soul-Infused Reload. Zylrel magically reloads his musket and gains advantage on his next attack before the end of his turn.

  • Spectral Crystal Shard. Zylrel hurls a shard of soul-infused crystal at a creature within 60 ft., dealing 3d6 necrotic damage (DC 18 Dexterity save for half).

Reactions

Uncanny Dodge. Zylrel halves the damage from an attack that hits him.

Legendary Actions
  • Phantom Shot. Zylrel makes a musket attack.

  • Shadow Step. Zylrel teleports 60 ft. to an unoccupied space he can see.

  • Soul Harvest (2 Actions). Creatures within 15 ft. take 3d10 necrotic damage (DC 18 Constitution save for half).

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Appearance
Zylrel’s once-noble elven features are now gaunt and ashen, his skin cracked like desert stone. His eyes burn with violet soulfire, and his tattered cloak billows with spectral sand even in still air. Jagged crystals protrude from his flesh, glowing faintly with trapped souls. He wields a twisted musket fused with bone and obsidian, its barrel crackling with necrotic energy. A swirling aura of ash and whispers follows him, distorting light and sound.

Behavior
Zylrel moves with predatory silence, vanishing into shadows only to reappear with a thunderous barrage of gunfire. He speaks rarely, his voice a rasping echo of his former self, but his actions scream vengeance. Obsessed with punishing those who "abandoned" him, he toys with prey by luring them into gemstone-laced traps or isolating them in his sandstorms. When enraged, his form flickers between corporeal and spectral, and the crystals embedded in his body shriek with the voices of the damned.

Lair and Lair Actions

Zylrel lair is a shifting desert of ash and spectral ruins. His mind shattered into thousands of pieces. Small crystals are laying everywhere. Crystals contain Zylrel's lost memories.

Lair Actions

On initiative count #20 (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:

  • Whispers of the Dead. All non-undead creatures must succeed on a DC 18 Wisdom save or be paralyzed by fear for 1 round.
  • Soul Sandstorm. Ranged attacks have disadvantage, and flying speeds are reduced to 0.
  • Echoing Barrage. Spectral muskets fire at random targets. Each creature takes 4d10 piercing damage (DC 18 Dexterity save for half).

    Use only if character knew Zylrel and you can remind their actual shared memory. (for additional emotional damage). Zylrel is also vulnerable to that, if character will try to bring back any memories, Zylrel will aim at them in his turn, but will not take a shot.

  • Blast from the past. When Zylrel old allies face him in battle Zylrel can remind them of their shared past, he can force that creature to make a DC 19 Charisma saving throw. On a failed save, the creature is overwhelmed by guilt and cannot attack Zylrel until the end of their next turn

Previous Versions

Name Date Modified Views Adds Version Actions
2/1/2025 1:27:25 PM
14
1
1
Coming Soon

Monster Tags: rogueelfambusher

Habitat: DesertForest

piekarz376

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