| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 14 | +2 | +2 |
| CON | 18 | +4 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 13 | +1 | +4 |
| CHA | 14 | +2 | +2 |
Undead Nature. The agarat doesn’t require air, food, drink, or sleep.
Carrion Stench. The agarat exudes a faint, putrid odor. Any creature that starts its turn within 5 feet of the agarat must succeed on a DC 15 Constitution saving throw or have disadvantage on attack rolls until the start of its next turn.
Turn Resistance (Legendary). The greater agarat has advantage on saving throws against any effect that turns undead and can’t be automatically destroyed by such effects.
Multiattack. The agarat makes three attacks: two with its claws and one with its bite.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage, and the target must succeed on a DC 15 Constitution saving throw or be paralyzed until the end of its next turn.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.
Scream (Recharge 5–6). The greater agarat emits a soul-shattering shriek. Each creature within 30 feet that can hear it must make a DC 15 Constitution saving throw.
On a failed save, a creature takes 27 (6d8) necrotic damage, gains two temporary levels of exhaustion, and is frightened until the end of its next turn. The exhaustion fades after 1d4 hours. A creature reduced to 0 hit points by this damage dies instantly and rises as a ghast under the agarat’s control.
Description
The greater agarat is a powerful undead lord born of the same corruption that creates its lesser kin. Reeking of decay and radiating malevolent energy, it can paralyze with its claws, devastate with its death scream, and commands ghouls and ghasts alike. Legends whisper of even rarer individuals capable of necromantic magic or dark speech.
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