Multiattack. Cole makes three attacks: two with its Necrotic Scythe and one with its Soul Rend.
Necrotic Scythe. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 23 (3d8 + 9) slashing damage plus 27 (6d8) necrotic damage. If the target is frightened, Cole regains hit points equal to the necrotic damage dealt. If the target isn't frightened, or if the target is resistant to necrotic damage, Cole instead regains half as much.
Soul Rend. Melee Spell Attack: +19 to hit, reach 10 ft., one creature. Hit: 36 (8d8) necrotic damage, and the target must succeed on a DC 27 Constitution saving throw or gain one level of exhaustion. If the target is a humanoid, it must also succeed on a DC 27 Wisdom saving throw or be frightened of Cole for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Abyssal Anarchy (Recharge 5-6). Cole unleashes a wave of pure chaotic decay. Each creature within a 60-foot radius of Cole must make a DC 27 Constitution saving throw. On a failed save, a creature takes 70 (20d6) necrotic damage and its hit point maximum is reduced by half that amount, and it becomes vulnerable to necrotic damage until the end of its next turn. On a successful save, it takes half damage and isn't made vulnerable. The hit point maximum reduction lasts until a greater restoration or comparable spell is cast on the creature.
Call of the Undying Horde (1/Day). Cole magically calls 2d4 Ghouls, 1d4 Ghasts, and 1 Wight. The called creatures appear in unoccupied spaces within 60 feet of Cole and act immediately after it in the initiative order. They remain until they are destroyed or until Cole dies.
Psychic Assault. Cole can use a bonus action to unleash a quick burst of necrotic and psychic energy at one creature she can see within 60 feet. The target must succeed on a DC 27 Intelligence saving throw or become unable to cast spells until the end of its current turn.
Freighting Reaction Time. Cole Lector starts with one reaction and gains an additional reaction can for every creature frightened of him that is within 120ft. This does not have a limit.
Necromantic Shroud. When a creature within 30 feet that Cole can see takes damage, He can use his reaction to wreathe that creature in shadowy energy. The creature takes an additional 2d8 necrotic damage.
Psychic Parry. When a creature within 30 feet that Cole can see makes an attack against him, he can use his reaction to impose disadvantage on that attack roll. If the attack still hits, Cole takes half damage from it.
Telekinetic Deflection. When Cole is hit by a ranged weapon attack, he can use his reaction to attempt to deflect it. He makes a Dexterity saving throw (DC equal to the attacker's attack roll). On a success, the attack deals no damage to him.
Legendary Actions Cole can take 5 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. Cole regains spent legendary actions at the start of its turn.
- Attack. Cole makes one Necrotic Scythe attack.
- Corrupting Gaze (1 Action). One creature frightened by Cole within 60 feet must succeed on a DC 27 Wisdom saving throw or take 22 (4d10) psychic damage and be paralyzed until the end of its next turn.
- Fearful Advance (1 Action). Cole moves up to its speed without provoking opportunity attacks. If it moves within 10 feet of a creature, that creature must succeed on a DC 27 Wisdom saving throw or be frightened of Cole until the end of its next turn.
- Grave Bolt (2 Actions). Cole casts chill touch or harm using its innate spellcasting.
- Reanimated Thrall (3 Actions). Cole animates the corpse of a Medium or Small humanoid or beast within 30 feet. The animated creature functions as a Zombie or Skeleton but gains Cole's proficiency bonus (+9) to its attack rolls and saving throws. It acts immediately and lasts until destroyed. Cole can have up to 3 creatures animated by this legendary action at a time.
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.
Lair and Lair Actions
Cole Lector has two layers
Lair Actions
On initiative count 20 (losing initiative ties), Cole can take one lair action to cause one of the following effects; Cole can't use the same lair action two rounds in a row:
- A Simulacrum of Cole is made in an unoccupied space within 120 feet he can see. This Simulacrum acts on Cole's initiative and follows his commands. It has half of Cole's hit points. Cole can have up to 7 Simulacrum clones active at a time.
- Grave Tremor. The ground within a 60-foot radius centered on a point Cole can see within the lair trembles and erupts with spectral hands. Each creature on the ground in that area must succeed on a DC 25 Dexterity saving throw or be knocked prone and take 21 (6d6) bludgeoning damage as the hands grapple them. A prone creature can use its action to end the prone condition.
- Whispers of Oblivion. Spectral voices whisper insidious truths and forgotten horrors into the minds of Cole's foes. Each creature of Cole's choice within the lair must make a DC 25 Wisdom saving throw. On a failed save, a creature is targeted by the bane spell for 1 minute (no concentration required by Cole) and has disadvantage on saving throws against being frightened. On a successful save, it takes 11 (2d10) psychic damage.
- Necrotic Bloom. Tendrils of necrotic energy erupt from the ground in a 20-foot radius within 120 feet of Cole. Each creature in that area must succeed on a DC 25 Constitution saving throw or take 28 (8d6) necrotic damage and be poisoned for 1 minute. A creature poisoned in this way has its speed halved. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Regional Effects
The region containing Cole lair is warped by its demonic presence, creating one or more of the following effects:
- Within 10 miles of the lair, living creatures dream of their own demise, of loved ones returning as shambling corpses, or of their souls being torn from their bodies. These nightmares are so vivid that affected creatures gain no benefit from a long rest on a failed DC 15 Wisdom saving throw.
- The ground within 6 miles of the lair is blighted. Plants wither and die, and water becomes stagnant and polluted. Undead within this area gain advantage on saving throws.
- Within 1 mile of the lair, the veil between the actual and the vivid is thin. Illusions related to death, decay, and reanimation are common, and unexplained necrotic phenomena occur.
- Creatures that die within 1 mile of the lair rise as Zombies (if humanoid) or Skeletons (if the remains are sufficient) within 1d4 hours, unless their bodies are consecrated or disintegrated. These undead are immediately hostile to all living creatures and seek to spread decay.
- Within 3 miles of the lair, a cold, deathly mist rolls in, independent of weather, often at dusk or dawn. This mist lightly obscures the area within 60 feet and heavily obscures anything beyond that. Any living creature that starts its turn in the heavily obscured part of the mist takes 3 (1d6) necrotic damage as its vitality is subtly leached away. Furthermore, while within this mist, creatures have disadvantage on Wisdom (Perception) checks to detect living creatures, but advantage on Wisdom (Perception) checks to detect undead.
- If Cole dies, these effects fade over the course of 1d10 days.
Previous Versions
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10/20/2025 2:54:35 PM
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Coming Soon
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