Legendary Resistance (3/Day). If Bon The Undying fails a saving throw, it can choose to succeed instead.
Passive Regeneration. If Bon The Undying has at least 1 hit point, he regains 15 hit points at the start of his turn.
Spell Casting. Bon The Undying is a 5th level spell caster. His spellcasting Ability is Intelligence (spell save DC 17, +8 to hit with spell attacks). Bon the Undying has the following spells prepared:
Cantrips (at will): Ray of Frost, Fire Bolt, Message,Chill Touch
1st level (5 slots): Detect Magic, Magic Missile, Shield, Thunderwave
2nd level (4 slots): Acid Arrow, Scorching Ray, Blindness/Deafness, Misty Step
3rd level (3 slots): Animate Dead, Fear, Fireball, Counterspell
4th level (3 slots): Confusion, Ice Storm
5th level (2 slots): Dominate Person, Destructive Wave (Necrotic)
Turn Resistance. Bon The Undying has advantage on saving throws against any effect that turns undead.
Cast a Spell. When Bon The Undying casts a spell higher than 2nd level as an action, he cannot use his multiattack that turn.
Multiattack. Bon The Undying can cast a cantrip or up to a 2nd level spell and then make one attack with his Flaming Longsword or one attack with his Warhammer. Should Bon The Undying not cast a spell, he can make two melee attacks. (Whichever weapon is equip). Note: Bon The Undying Can have both weapons equip at a time, but cannot cast spells that require a free hand while duel wielding.
Warhammer. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 8) bludgeoning damage and 3 (1d6) necrotic damage.
Flaming Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage and an additional 2d6 while flaming.
Bon The Undying can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames can only be extinguished by magical means. If the flames are extinguished, he must use a bonus action to speak the command word again to reignite the flames.
Opportunity attacks
Bon The Undying 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. Bon The Undying regains spent legendary actions at the start of its turn.
Cast a Spell (Costs 1 Action) Bon The Undying can cast one spell up to 3rd level.
Sweeping Blow (Costs 1 Actions). Bon The Undying makes an attack with his Flaming Longsword or Warhammer. When a creature is hit with this attack, it takes normal damage from the weapon used, and the creature must make a Dexterity Saving throw, DC 15. On a failed save, the creature is knocked prone, while on a successful save, the creature steadies their footing and does not fall prone.
Horrifying Screech (Costs 1 Actions). Bon The Undying lets out a horrifying scream. All creatures within 60 feet of Bon The Undying must make a Wisdom saving throw, DC 17, or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Bon The Undying's Horrifying Screech for 1 hour. This cannot affect creatures who are deafened or cannot hear Bon The Undying through other means.
Mana Recovery (Costs 3 Actions; 2/Day). Bon The Undying can regain 1 spell slot up to 3rd level.
Regenerate. (Costs 3 Actions; 1/Day). Bon The Undying immediately regains 70 Hit Points provided he still has at least 1 Hit Point remaining.
Description
Proficiency Bonus: +5; Spell Attack Modifier: +8; Spell Save DC: 17
Lair and Lair Actions
The Throne Room
Bon The Undying lies in wait in a secret tomb filled with powerful guardians and traps.
Everything about Bon The Undying’s lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead and beasts lurk in shadowy recesses, emerging to destroy those who dare to disturb Bon The Undying's slumber.
In Bon The Undying's chamber, there is an impenetrable magical barrier that protects his throne. The barrier forms a trapezoid shape (shorter end in front) around the throne platform and cannot be destroyed or dispelled. There are 2 well armored skeletons in the room (Bon's Elite Guard) and while the barrier is up, 4 regular skeletons enter the room at the top of every round (Initiative 20). There are 4 crystals that are on the 4 corners of the barrier. They have an AC of 10 and 10 HP. When 2 crystals are destroyed, a Skeleton Minotaur is summoned into the room and attacks the closest player. Another Skeleton Minotaur is summoned when only 1 crystal remains. Once all 4 crystals are destroyed, the barrier fades and all remaining skeletons and undead in the room immediately drop to 0 HP, except the Skeleton Minotaur(s). Each Skeleton Minotaur instead takes 30 force damage. All players and/or creatures left in the room must make a DC 16 Con saving throw or be knocked prone. Bon The Undying immediately takes 25 force damage and joins the fray on his initiative order.
Once Bon The Undying joins the fray, for every 50 damage he takes, 2 additional armored skeletons (Bon's Elite Guard) enter the room and join the initiative order. For every 80 damage Bon The Undying takes, a Skeleton Minotaur enters the room and joins the initiative order.
Lair Actions:
Necrotic Wind: At the 20th initiative order, a gust of necrotic wind forms at the feet of one random player. If Bon The Undying has less than half of his max HP, gusts form at the feet of two random players. The players hit by this gust must make a Dex saving throw, DC 15, taking 2d8 necrotic damage on a failed save and half as much on a successful one.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/12/2024 3:39:00 AM
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69
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2
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1.0
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Coming Soon
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