Large Aberration, Lawful Evil
AC 18 Natural Bone Plate    Initiative +1 (11)
HP 136 (13d10 + 65)
Speed 40 ft., Fly 40 ft.
Mod Save
STR 20 +5 +9
DEX 12 +1 +1
CON 20 +5 +9
Mod Save
INT 14 +2 +2
WIS 14 +2 +6
CHA 18 +4 +8
Immunities Bludgeoning, Piercing, and Slashing from Magical Weapons, Bludgeoning, Necrotic, Poison; Charmed, Exhaustion, Frightened, Poisoned
Senses Passive Perception 15
Languages Common, Deep Speech, Telepathy 120 ft.
CR 9 (XP 5,000; PB +4)
Traits

Traits:

  • Aura of the Ebon Crown. The Sovereign emits an aura of oppressive authority in a 30-foot radius. Blighted creatures within the aura gain advantage on saving throws and add +4 to their damage rolls. Any non-Blighted creature that starts its turn in the aura takes 5 (1d10) necrotic damage and cannot regain hit points until the start of their next turn.

  • Blighted Smite. Once per turn, when the Sovereign hits a creature with a melee weapon attack, it can expend a spell slot to deal extra necrotic damage to the target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a Celestial or Fey.

  • Magic Resistance. The Sovereign has advantage on saving throws against spells and other magical effects.

  • Regeneration. The Sovereign regains 10 hit points at the start of its turn. If the Sovereign takes radiant damage, this trait doesn't function at the start of the Sovereign's next turn. The Sovereign dies only if it starts its turn with 0 hit points and doesn't regenerate.

  • Walking Blight. The Sovereign permanently corrupts the ground it walks on. The ground in a 10-foot radius centered on the Sovereign is considered Blighted Terrain. Any creature that enters this area or starts its turn there must succeed on a DC 16 Constitution saving throw or take 11 (2d10) necrotic damage and have their movement speed halved until the end of their next turn.

  • Spellcasting. The Sovereign is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It has the following spells prepared:

    • 1st level (4 slots): Command, Hellish Rebuke, Wrathful Smite

    • 2nd level (3 slots): Hold Person, Misty Step, Ray of Enfeeblement

    • 3rd level (2 slots): Dispel Magic, Fear

Actions

Actions:

  • Multiattack. The Sovereign makes three attacks: two with its Terminus Greatsword and one with its Hooves.

  • Terminus (Blighted Greatsword). Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) slashing damage plus 9 (2d8) necrotic damage. On a hit, the target's speed is reduced by 10 feet until the end of their next turn. Critical Hit: The target suffers a Time Echo. At the start of the target's next turn, they take the initial damage from this attack again.

  • Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

  • Abyssal Command (Recharge 5–6). The Sovereign shouts a command infused with power. Up to three Blighted creatures within 60 feet of the Sovereign can use their reaction to make one melee attack or move up to their speed.

Bonus Actions

Bonus Actions:

  • Sovereign's Step. The Sovereign teleports up to 30 feet to an unoccupied space it can see. Immediately after teleporting, one creature within 5 feet of the space it left takes 7 (2d6) necrotic damage.

  • Mark for the Grave. The Sovereign marks one creature it can see within 60 feet for 1 minute. The Sovereign’s attacks against the marked creature score a critical hit on a roll of 19 or 20. Additionally, any Blighted creature that attacks the marked target has advantage on the attack roll.

  • Rally the Broken (Recharge 6). The Sovereign commands all Blighted creatures within 60 feet that can hear it to regain 10 hit points and gain advantage on their next attack roll.

Reactions

Reactions:

  • Sacrificial Shield. When the Sovereign is hit by an attack, it telekinetically pulls a Blighted creature within 10 feet of it into the path of the attack. The Sovereign takes no damage, and the pulled creature becomes the target instead.

  • Parry. The Sovereign adds +4 to its AC against one melee attack that would hit it. To do so, the Sovereign must see the attacker and be wielding a melee weapon.

  • Rebuke of the Crown. When a creature within 60 feet damages the Sovereign, it casts Hellish Rebuke (using a 2nd level slot) or Wrathful Smite (if in melee range) as a reaction.

Legendary Actions

Legendary Actions: The Sovereign 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. The Sovereign regains spent legendary actions at the start of its turn.

  • Strike. (Costs 1 Action) The Sovereign makes one attack with its Terminus Greatsword.

  • Tactical Shift. (Costs 1 Action)The Sovereign moves up to half its speed without provoking opportunity attacks. Alternatively, it commands one Blighted creature within 30 feet to move up to its speed.

  • Blighted Tether (Costs 2 Actions). The Sovereign targets one creature it can see within 30 feet. The target must succeed on a DC 16 Strength saving throw or be Restrained until the end of the Sovereign’s next turn. While restrained, the target takes 10 (3d6) necrotic damage at the start of its turn.

  • Eruption of the Void (Costs 3 Actions). The Sovereign stabs its greatsword into the earth. Each creature within 20 feet must make a DC 16 Dexterity saving throw. Failure: 22 (4d10) necrotic damage and knocked prone. Success: Half damage and not knocked prone.

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

Description

Standing nearly nine feet tall, the Blighted Sovereign is a terrifying fusion of regal knighthood and eldritch horror. The antlers from its previous forms have calcified and fused into a jagged, crown-like structure of bone that halos its head. It wears armor not made of metal, but of hardened plates of chitin and bone that seem to have grown out of its own flesh.

Its eyes are no longer empty holes but burn with a cold, calculating violet light—the color of the rift. It carries a massive greatsword that looks like it was torn from the hull of a black ship; the blade drips with the same viscous, black ichor that constitutes its blood. It does not shamble; it marches. It does not scream; it gives orders.

Where the Base Form was a brute and the Advanced Form was a hunter, the Sovereign is a Tyrant. It seeks to organize the Blight into an army capable of bringing Erynwyld to its knees.

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.

DEKOOLAIDMAN

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