Medium Undead, Lawful Evil
Armor Class 18 Ancient Boneplate
Hit Points 155 (23d8 + 46)
Speed
STR
10 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
20 (+5)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws CON +6, INT +9, WIS +7
Damage Vulnerabilities Radiant
Senses Passive Perception 18
Languages --
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Soul-Rind Aura

Within 20 feet of Araxon, living creatures feel their souls tugged at.
When a creature starts its turn in the aura, it must succeed on a DC 17 Con save or take 7 (2d6) necrotic damage, and Araxon regains the same amount as temporary hit points.

Mortis Conduit

When Araxon deals necrotic damage with a spell, he adds +4 damage and can force one target to make a DC 17 Con save or suffer Disadvantage on attack rolls until the end of their next turn.

Withered Form

The first time Araxon would be reduced to 0 hit points, he instead reforms as crackling soul-flame, regaining 50 hit points and gaining Resistance to radiant damage for 1 minute.

Legendary Resistance (3/day)

If Araxon fails a saving throw, he can choose to succeed instead.

Actions

Rot-Drinking Touch

Melee Spell Attack: +10 to hit, reach 5 ft.
Hit: 21 (6d6) necrotic damage and the target must succeed on a DC 17 Con save or have its maximum HP reduced by the same amount until a long rest.

Mortis Bolt

Ranged Spell Attack: +10 to hit, range 120 ft.
Hit: 18 (4d8) necrotic damage, and the target is slowed to half speed until the end of its next turn.

Necro-Puppetry (Recharge 5–6)

Araxon chooses up to 2 corpses he can see within 30 feet. They immediately rise as Flesh-Riven Husks or zombies (DM’s choice).
These undead obey his mental commands.

Soul-Flense (Recharge 6)

Araxon rips a sliver of soul from a creature within 30 feet.
The target must make a DC 18 Wis save.
Fail: The creature takes 27 (6d8) psychic damage, drops prone, and becomes frightened of Araxon for 1 minute.
Success: It takes half damage and is not frightened.


 

Bonus Actions

Araxon is a 13th-level spellcaster.
Spellcasting Ability: Intelligence (spell save DC 18, +10 to hit)

Cantrips (at will)

Chill Touch, Toll the Dead, Mage Hand, Minor Illusion

1st level (4 slots)

Mage Armor, Shield, Ray of Sickness, Detect Magic

2nd level (3 slots)

Blindness/Deafness, Misty Step, Hold Person

3rd level (3 slots)

Animate Dead, Counterspell, Vampiric Touch

4th level (3 slots)

Blight, Dimension Door

5th level (2 slots)

Cloudkill, Danse Macabre (Summons undead minions)

6th level (1 slot)

Circle of Death

7th level (1 slot)

Finger of Death

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Araxon has 3 legendary actions, choosing from below. Only one legendary action can be used at a time and only at the end of another creature’s turn.

Cantrip

Araxon casts a cantrip.

Phantom Step

Araxon teleports up to 30 feet into dim light, shadow, or fog.

Soul Lash (Costs 2 Actions)

Araxon lashes a spectral chain of soul-marrow at a target within 60 ft.
Hit: 14 (4d6) necrotic damage and the creature must make a DC 17 Wis save or be stunned until the end of its next turn.

Withering Surge (Costs 3 Actions)

Araxon pulses necrotic force outward.
All creatures within 15 ft. take 18 (4d8) necrotic damage.
Creatures that fail a DC 17 Con save are also blinded until the end of their next turn.

Mythic Actions

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.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Araxon’s lair—crypt altars, shrines of bone, or atop the Cryptspire—responds to his will.
On initiative count 20, Araxon uses one of the following (no repeat until all used):

1. Gravewind Pulse

A gust of pale green wind sweeps the lair.
All living creatures must make a DC 15 Con save or take 10 (3d6) necrotic damage and be pushed 10 ft. in a direction of Araxon’s choice.

2. Bone Spurs Erupt

Barbed bone spikes rise from the floor in a 20-ft square.
Creatures entering or starting there take 2d8 piercing damage and their speed is halved until they exit.

3. Eyes of the Cradle

Araxon reveals a fraction of his connection to the Cradle.
Choose a creature he can see.
It must succeed on a DC 17 Wis save or be paralyzed for 1 round, hallucinating the swamp’s death-spirits writhing over its skin.


REGIONAL EFFECTS (near the Cradle or Cryptspire)

Araxon's presence warps the land for miles:

  • Undead within 1 mile gain +1 to attack rolls and +1d4 extra necrotic damage.

  • Fresh corpses rise as crawling limbs or grasping hands after 1 minute.

  • Green-pale fog consumes natural sounds; whispers echo from no source.

Destroying Araxon removes these effects in 1d10 days.

D0cTal0n

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