Large Undead, Neutral Evil
Armor Class 15 Natural Armor
Hit Points 85 (9d10 + 36)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
8 (-1)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws WIS +5, CHA +2
Damage Resistances Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 17
Languages Common, Yakfolk, Abyssal
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Spellcasting. 

The yakfolk is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The priest has the following cleric spells prepared:

Cantrips (at will): light, minor illusion, toll the dead, thaumaturgy
1st level (4 slots): bane, command, cure wounds, sanctuary
2nd level (3 slots): augury, hold person, misty step, shadow bladephantasmal force
3rd level (2 slots): bestow curse, protection from energy, sending 
4th level (1 slot):  banishment, contagioncontact other plane

Shadow Corruption.

A creature that starts its turn within 10 feet of the shaman must succeed on a DC 15 Wisdom saving throw or be afflicted by a creeping shadow. While afflicted, the creature rolls all Wisdom (Perception) checks and attack rolls at disadvantage. The effect lasts until the creature leaves the area and spends an action to shake off the influence. True sight negates the effect and creatures who can see through magical darkness are not effected.

Actions

Multiattack. The yakfolk makes two melee attacks.

Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, or 12 (2d8 + 3) bludgeoning damage if used with two hands.

Summon Earth Elemental (1/Day). The yakfolk summons an [Tooltip Not Found]. The elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes, until it dies, or until its summoner dismisses it as an action.

 

Legendary Actions

The Y’Chak-Touched Shaman can take upt to 3 legendary actions granted by Y'chack, choosing from the options below. Only one legendary action can be used at a time, only if Y'chack chooses that the Shaman can take a legendary action and only at the end of another creature's turn. The shaman regains spent legendary actions at the start of its turn.

  • Whisper of Y’Chak (Costs 2 Actions). The shaman targets one creature it can see within 30 feet. The target must succeed on a DC 15 Charisma saving throw or hear maddening whispers from Y’Chak for 1 minute. While affected, the creature has disadvantage on Intelligence and Wisdom saving throws. It can repeat the save at the end of each of its turns.

  • Shadow Step. The shaman teleports up to 30 feet to an unoccupied space it can see.

  • Necrotic Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) necrotic damage. If the target is a creature, it must make a DC 15 Constitution saving throw or be unable to regain hit points until the end of its next turn.

Lair and Lair Actions

Lair Actions (if encountered in its domain).

On initiative count 20 (losing initiative ties), the Y’Chak-Touched Shaman can take a lair action. It can’t use the same effect two rounds in a row.

  • Shadow Pulse. The shaman releases a pulse of necrotic energy. Each creature of its choice within 30 feet must make a DC 15 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much on a success.

  • Eyes of Y’Chak. A swirling vortex of eyes appears in a 10-foot-radius sphere within 60 feet. Creatures in the area must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the save at the end of its turns.

  • Unholy Sacrifice. The shaman drains energy from a fallen enemy, regaining 20 hit points and causing a spectral version of the enemy to rise for 1 minute as a Shadow under its control.

Asmiel

Comments

Posts Quoted:
Reply
Clear All Quotes