Medium Undead (Warforged), Neutral
Armor Class 20 Natural Armor
Hit Points 282 (24d10 + 150)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
20 (+5)
INT
20 (+5)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws INT +10, WIS +8
Skills Arcana +0, History +0, Insight +0, Investigation +0, Medicine +0, Perception +0
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Necrotic
Condition Immunities Exhaustion, Frightened, Paralyzed, Petrified
Senses Darkvision 120, Passive Perception 18
Languages Dwarvish, Elvish, Giant, Infernal
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Necrotic Absorption. Whenever Adam is subjected to Necrotic damage, it regains a number of Hit Points equal to the Necrotic damage dealt.

Inhuman Form. Adam does not need to eat, sleep or breathe and cant be magically put to sleep.

Dread Aura. Any creature who starts its turn within 30ft of Adam must succeed on a DC 16 Wisdom save or be [Frightened] until its next turn.

Master of Necromancy. Undead that Adam conjure have 10 additional hit points and a bonus +5 to attack rolls.

Magical Resistance. Adam has Advantage on saving throws against spells and other magical effects.

Immutable Form. Adam can’t shape-shift.

Spellcasting. Adam is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Adam has following Wizard spells prepared:
Cantrips (at will): Mending, Chill TouchInfestationToll the DeadPrestidigitation
1st level (4 slots): Inflict Wounds, Shield of FaithShield
2nd level (3 slots): Death Armor, Ray of EnfeeblementGentle Repose
3rd level (3 slots): Animate Dead, Vampiric Touch, Counterspell
4th level (3 slots): Blight, Spirit of Death
5th level (2 slots): Enervation, Danse Macabre, Planar Binding
6th level (1 slots): Soul CageCircle of Death

Actions

Omni Mechanical Claw. Melee Attack Roll: +8, reach  5ft. Hit: 6 (1d6 + 3) Slashing damage.

Bonus Actions

Summon Undead (1/Day). Adam magically summons five skeletons or zombies (both appear in the Monster Manual). The summoned creatures appear in unoccupied spaces within 60 feet of the necromancer, whom they obey. They take their turns immediately after the necromancer. Each lasts for 1 hour, until it or the necromancer dies, or until the necromancer dismisses it as a bonus action.

Legendary Actions

Adam can take 3 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. Adam regains spent legendary actions at the start of its turn.

Channel Necrotic Energy (Costs 2 Actions). Adam magically unleashes a wave of rotting aura. Creatures within 60 feet of Adam, including ones behind barriers and around corners, can't regain hit points until the end of Adam's next turn.

Ghostly Escape (Costs 1 Actions). Adam can magically travel as a pale, sickly mist up to 60ft away without provoking opportunity attacks.

Free Cast (Costs 1 Actions). Adam can freely cast a Cantrip of his choosing.

Lair and Lair Actions

The gothic manor looms above a poison swamp, its spires clawing a jaundiced sky while fog coils around cracked stone foundations. Crooked windows glow faintly, watching, judging, as blackened vines strangle gargoyles frozen in silent screams. Below the manor, hidden behind iron doors and forgotten crypts, a sinister laboratory hums with alchemical life, glass vats pulsing sickly green. The swamp exhales rot and venom, waters shimmering with unnatural colors, reeds whispering secrets of dissolved bones. No birds sing here. Only the manor endures, feeding its dark genius from decay. Every path sinks, every breath burns, and escape feels like treason.

Lair Actions

On initiative count 40 (losing initiative ties), Adam takes a lair action to cause one of the following effects; Adam can’t use the same effect two rounds in a row:

  • 5 human corpses fall from various points in the arena.
  • Two Zombies emerge from piles of flesh and enter initiative.

Regional Effects

The region containing a legendary Adam’s lair is sickened, which creates one or more of the following effects:

  • The land around the manor becomes a poisonous swamp.
  • Adam releases weaker undead throughout the swamp to bar passage to his manor.

If Adam dies, these effects fade over the course of 2d10 days.

GunnarL

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