Medium Undead (Human), Typically Chaotic Evil
AC 19 Natural    Initiative +4 (14)
HP 216 (24d12 + 72)
Speed 40 ft.
Mod Save
STR 20 +5 +5
DEX 18 +4 +4
CON 16 +3 +7
Mod Save
INT 12 +1 +1
WIS 16 +3 +7
CHA 16 +3 +3
Skills Deception +6, Insight +8, Religion +4
Senses Truesight, Passive Perception 13
Languages Common Undead Jesus has the strange ability to understand and speak to others, even when he doesn't use that language.
CR 12 (XP 8,400; PB +4)
Traits

Walk on Water. Undead Jesus can walk on water in the same manner as on land. 

Blood like Wine: When struck undead Jesus' blood splashes on the attacker. The attacker must roll a (CON Save DC 15) or because inebriated. The attacker gets disadvantage on all attacks and saves for 1d8 rounds, or until they manage a CON save roll at the end of their turn.

Spells:

Cantrips: (at will:) Mage Hand, Presdigitation, Ray of Frost

1st Level (4 slots:) Shield, Magic Missile, Thunderwave

2nd Level (3 slots:) Detect Thoughts, Mirror image, Invisibility

3rd Level (2 slots:) Counterspell, Fireball, Dispel Magic

Actions

Multiattack. Undead Jesus gets 2 attacks per round

The Cross. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit:  (2d6 + 5) bludgeoning damage. Undead Jesus strikes with a large mace in the form of a cross.

9 inch nails. Ranged Weapon Attack: +10 to hit, range 60/90 ft., 1 target. Hit: 9 (2d8+ 6) piercing. Undead Jesus sprouts nails from the holes in his hands, and shoots them forcefully at his opponent. 

Burn in Hell: Touch: +9 to hit. Upon contact with another creature, Undead Jesus makes them feel like they are burning from the inside out causing (2d6+5) psychic damage. This pain causes the creature to have disadvantage on all attacks and saves and does an additional (1d6+5) psychic damage per round until the creature saves. (WIS 15)

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Nailed down. As a reaction, Undead Jesus can point at its attacker causing it to fall prone with arms extended to either side. (DEX 17) This effect lasts until the attacker's next turn.

Legendary Actions

Undead Jesus can take 3 legendary actions at the end of a players turn. Only one legendary action can be used at a time, and Undead Jesus regains all legendary actions at the beginning of his next turn.

Forced Repentence: Undead Jesus can look at another creature and divine the actions the creature feels guilty about. When used the target creature must make a save (WIS 15) or become paralized with guilt for their next turn.

Pass through solids:  Once per turn, Undead Jesus can either let an item phase through his substance as a reaction, or can move through a wall or barrier as if it is not there.

Suffer for your sins: (Costs 2 Actions) Undead Jesus can make all creatures with in thirty feet of him, feel immense guilt, and suffer 2d6 psychic damage. (WIS Save 15) Undead Jesus heals for half the damage this deals.

 

Mythic Actions

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

Undead Jesus comes from a different plain where he has been treated as a God. Do to the stress of crossing plains, and being brought back from the dead, his mind has become twisted and he seeks to make others suffer for what he percieves as wrong doings. 

Seeking those who are ridden with guilt, or who take questionable actions, Undead Jesus poses as a crusaider for the Just. However, he feels the need to feed off others guilt and shame, and enjoys inflicting punishments on the guilty. 

Often being mistaken for a Lich, Undead Jesus is different as he isn't inherently a spellcaster, but was a holy man. He does have access to some spells, but tends to act defensively when using magic. Undead Jesus' prefers to use techniques that draw out another creatures suffering, rather than killing them right away.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
4/10/2023 2:07:09 AM
7
0
5e
Coming Soon
4/10/2023 2:50:31 AM
9
0
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Coming Soon
4/14/2023 8:20:48 PM
73
0
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Coming Soon
12/10/2025 2:12:03 AM
32
3
--
Coming Soon
12/23/2025 4:32:35 PM
34
1
--
Coming Soon

Monster Tags: undeadhumanoid

Grimmack

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