Large Undead, Lawful Evil
AC 17 Natural Armor    Initiative +2 (12)
HP 126 (12d8 + 60)
Speed 30 ft., Fly 30 ft.
Mod Save
STR 18 +4 +4
DEX 14 +2 +2
CON 20 +5 +9
Mod Save
INT 14 +2 +2
WIS 16 +3 +7
CHA 18 +4 +4
Skills Intimidation +8, Perception +7
Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Poison; Charmed, Frightened, Poisoned
Senses Blindsight 120 ft., Darkvision 120 ft.; Passive Perception 13
Languages Abyssal, Common, Telepathy All languages are known by the avatar
CR 9 (XP 5,000; PB +4)
Traits

Aura of Death’s Chill. Any non-undead creature that starts its turn within 20 feet of the Avatar takes 4 (1d8) cold damage and must succeed on a DC 14 Constitution saving throw or have its speed halved until the start of its next turn.

Actions

Multiattack. The Avatar makes two attacks, either two Soul-Reaping Scythe attacks or one Soul-Reaping Scythe and one Grave Bolt.

Soul-Reaping Scythe. The avatar sweeps its spectral scythe through a creature within 10 feet of it, dealing 23 (4d10+ 9) slashing damage DC 15 Constitution saving throw or have its point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Grave Bolt. Ranged Attack Roll: +7, range 60 ft. Hit: 11 (3d8 + 1) necrotic damage.

Grasp of the Grave (Recharge 5–6). Skeletal hands erupt from the ground in a 15-foot-radius area centered on a point the Avatar can see within 60 feet. Each creature in the area must succeed on a DC 14 Strength saving throw or become restrained until the end of its next turn. While restrained, a creature takes 7 (2d6) necrotic damage at the start of its turn.

Bonus Actions

Corpse Marionette (1/Turn). As a bonus action, the Avatar can animate the corpse of a Medium or Small humanoid it can see within 20 feet. The corpse rises as a Myrkul Servitor (use skeleton or zombie +10 hit points) and remains animated for 2 rounds, after which it collapses into inert remains.

Legendary Actions

The Avatar of Myrkul can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.

Chill Step. The Avatar teleports up to 20 feet to an unoccupied space it can see. One creature within 5 feet of the destination takes 4 (1d8) cold damage.

Reap the Defiant (Costs 2 Actions). The Avatar targets one creature it can see within 30 feet that has 30 hit points or fewer. The target must succeed on a DC 15 Wisdom saving throw or immediately drop to 0 hit points.

Mythic Actions

When the Avatar is reduced to 63 hit points, it sheds a wave of pale necrotic energy. Each non-undead creature within 15 feet must succeed on a DC 14 Constitution saving throw or take 10 (3d6) necrotic damage (half on a success).

Description

A towering skeletal figure wreathed in funeral wrappings and cold mist, the Avatar of Myrkul moves with unnatural stillness. Souls whisper around it, and the dead answer its call. This manifestation is not death itself—but death’s promise made flesh.

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