Huge Humanoid, Lawful Evil
Armor Class 20 Plate Armor
Hit Points 330 (25d12 + 100)
Speed 45 ft.
STR
20 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws STR +10, CON +10, WIS +8, CHA +8
Damage Resistances Poison
Damage Immunities Necrotic, Psychic
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 60 ft., Passive Perception 25
Languages Common, Undercommon
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Aura of Pestilence (30 ft.): Creatures hostile to Borsul within 30 feet have disadvantage on saving throws against being poisoned.

Unyielding Will: If Borsul fails a saving throw, he can choose to reroll it once per turn.

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

Black Plague Stacks: A creature afflicted with the Black Plague suffers cumulative and escalating effects as it accumulates stacks. These effects worsen at specific thresholds:

  • 5 Stacks: Shakings and Tremors. The creature suffers uncontrollable tremors, imposing a -1 penalty to all attack rolls made with weapons, spells, or other abilities.
  • 10 Stacks: Confusion. The creature’s mind becomes clouded. At the start of its turn, the creature must roll a d10. On a roll of 1–3, the creature targets an ally or neutral creature instead of an enemy.
  • 15 Stacks: Energy Drain. The plague begins to sap the creature’s vitality. The creature cannot take Bonus Actions, and its speed is halved.
  • 20 Stacks: Paralysis. The plague overwhelms the creature entirely. The creature is paralyzed until its Black Plague stacks are reduced below 20.
  • 21+ Stacks: Incurable. The plague becomes a chronic, incurable affliction. 

Curing Black Plague : The Black Plague does not cure on its own; its effects persist until cured. The difficulty of curing Black Plague stacks increases with their severity:

  • 1–5 Stacks: The plague can be cured with a successful Medicine check. The DC is 9 + 1 per stack.
  • 6–10 Stacks: The plague requires a Medicine check with a DC of 8 + 2 per stack.
  • 11–15 Stacks: The plague can only be cured with the Lesser Restoration spell or higher-level magic.
  • 16–20 Stacks: The plague requires the Greater Restoration spell or higher-level magic.
  • 21+ Stacks: The plague becomes incurable, and the creature is permanently afflicted. Nothing short of a Wish or Divine Intervention can revert its effects.
Actions

Multiattack:
Borsul makes two attacks with The Black Greatsword or Rotting Fists.

The Black Greatsword (Melee Weapon Attack): Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 5) slashing damage plus 9 (3d4) necrotic damage. On a hit, roll 1d100; on a result of 1-50, the target gains 1 stack of Black Plague . On a critical hit (natural 20), the target must succeed on a DC 16 Strength saving throw or fall prone.

If Borsul can't use The Black Greatsword, he uses his Rotting Fists.

Rotting Fists: (Unarmed Attack): Attack: +5 to hit, reach 5 ft. one target. Hit: 10 (3d4) magical bludgeon damage plus 5 (2d4) necrotic damage. On a hit, applies 2 stacks of Black Plague.

Black Plague Burst: Whenever a creature accumulates 5 stacks of Black Plague, Borsul can cause a Black Plague Burst to erupt from that creature. If the creature accumulates 5 stacks of Black Plague as a result of Fester, the burst occurs immediately and follows the same rules.

Bonus Actions

Fester: As a bonus action, Borsul causes all poisoned creatures within 30 feet of him to accumulate 1 stack of Black Plague.

If a creature accumulates a total of 5 stacks of Black Plague as a result of this ability, a Black Plague Burst erupts from that creature immediately. The burst deals 9 (3d4) necrotic damage to the creature and all other creatures within 10 feet of it, unless they succeed on a DC 18 Constitution saving throw, taking half damage on a success. Creatures affected by the burst also gain 1 stack of Black Plague.

Legendary Actions

Borsul 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. Borsul regains spent legendary actions at the start of his turn.

  • Attack (Costs 1 Action): Borsul makes one melee weapon attack.
  • Jump (Costs 1 Action): Borsul Jumps up to 30 feet without provoking opportunity attacks.
  • Aura of Control (Costs 2 Actions): Creatures of Borsul’s choice within his Aura of Despair must make a DC 18 Wisdom saving throw or become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of their turns.

Description

Borsul is a towering figure whose presence alone strikes fear into even the bravest of hearts. His pale bluish skin, stretched taut over a powerful, youthful frame, is a haunting reminder of his unnatural rebirth.

His glowing white eyes pierce through the gloom, their light casting eerie reflections off his intricate, dark plate armor.

Every element of his appearance radiates menace: from the spikes adorning his armor to the ominous banner of the Castle in the Fog prominently displayed on his chest and shoulders, resembling a spider web entwined with a crown. His Black Greatsword, etched with necrotic runes, seems to pulse faintly, as if eager to consume the life force of its next victim.

Borsul’s face is perpetually set in an expression of disdain and disgust, as though he regards the entire world as unworthy of his presence. His movements are deliberate, each step resonating with authority, and his voice, when he chooses to speak, is cold and commanding, cutting through the air like a blade.

When Borsul enters the battlefield, a faint mist often seems to cling to him, and the stench of decay lingers, as though death itself follows in his wake.

If Borsul's HP falls below 50%, his armor breaks along with his skin, revealing he is filled with Plush Stuffing and becomes Vulnerable to Fire and Radiant Damage. He also Enrages, causing him to deal damage with advantage on every successful hit with The Black Greatsword.

If Borsul's HP falls below 25%, The Black Greatsword breaks, forcing him to use his Rotting Fists.

Lair and Lair Actions

On initiative count 20 (losing ties), Borsul can use one of his lair actions:

  1. Dark Mist: A cloud of black mist fills the lair. All creatures within the area have disadvantage on ranged attacks and perception checks relying on sight until initiative count 20 on the next round.
  2. Plague Curse: One creature Borsul can see must succeed on a DC 18 Constitution saving throw or take 14 (2d6) necrotic damage at the start of each of its turns. The creature can repeat the saving throw at the end of its turn, ending the effect on a success.

Borsul resides in the Chamber of Black Plague, a sprawling section of the middle tier of the Castle in the Fog. His lair is a grotesque mixture of martial discipline and organic corruption, embodying his role as both a commander and a harbinger of death.

Features of the Lair:

The Central Hall:

The main chamber is vast, with walls constructed from dark, pulsating flesh interwoven with veins of blackened metal.

Runes glow faintly on the walls, emanating an unsettling, necrotic energy. These runes pulse in time with a deep, rhythmic sound that feels like the heartbeat of the castle itself.

Massive banners bearing the insignia of Aranaidas hang from the walls, their edges appearing frayed yet alive, shifting faintly as though breathing.

The Pools of Decay:

Scattered throughout the lair are large, stagnant pools of black liquid. These pools emit a noxious, necrotic fog that spreads through the chamber, poisoning and weakening any intruders who dare to approach.

These pools are said to be infused with the essence of the Black Plague, and creatures that fall into them may emerge as twisted, undead abominations under Borsul’s control.

Plagueforged Constructs:

The lair is filled with semi-mechanical constructs made from decayed flesh and corrupted metal. These serve as sentinels and workers, maintaining the machinery and spreading the plague’s influence across the castle.

Command Platform:

At the center of the lair is Borsul’s command platform, an elevated dais constructed from fused bone and metal, with glowing glyphs carved into its surface. This platform provides a vantage point from which Borsul surveys his domain and issues orders.

The platform is surrounded by chains that dangle from the ceiling, holding the broken bodies of his enemies as grim trophies.

The Plague Furnace:

At the rear of the lair stands a massive furnace-like structure that spews a constant stream of black smoke. This furnace is the source of Borsul’s Black Plague, and it hums with sinister energy.

The furnace is fed by the bodies of the fallen, whose flesh is consumed to create the pools of decay and fuel the constructs that patrol the lair.

Environmental Effects in the Lair:

Aura of Plague: Any creature that starts its turn within the lair must succeed on a DC 18 Constitution saving throw or become poisoned for 1 minute. Creatures already poisoned take 1d4 necrotic damage for each stack of Black Plague they carry.

Fleshborne Walls: The walls of the lair can extend tendrils to attack intruders. As a lair action, Borsul can cause these tendrils to grapple up to three creatures (DC 18 Strength saving throw to escape).

Previous Versions

Name Date Modified Views Adds Version Actions
1/23/2025 11:06:05 PM
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1/24/2025 1:27:56 AM
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Monster Tags: undeadhumanoidaberrationAbominations

Habitat: Urban

keroneiden

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