Medium Undead, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 142 (15d8 + 75)
Speed 30 ft.
STR
16 (+3)
DEX
20 (+5)
CON
20 (+5)
INT
9 (-1)
WIS
13 (+1)
CHA
5 (-3)
Saving Throws STR +7, INT +3, WIS +5
Damage Resistances Acid; Bludgeoning and Slashing from nonmagical attacks, Necrotic, Poison
Condition Immunities Blinded, Deafened, Exhaustion, Paralyzed
Senses Darkvision 120 ft., Passive Perception 11
Languages Common
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (2/Day). If 1x1x1x1 fails a saving throw, it can choose to succeed instead.

Infection. Whenevever 1x1x1x1 deals poison damage to a creature that isn't a construct or undead, that creature must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.

Actions

Sword of Infection. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (3d10 + 3) slashing damage plus 11 (2d10) poison damage.

Entanglement. Ranged Weapon Attack: +8 to hit, reach 5/60 ft., one target. Hit: 10 (3d4 + 3) slashing damage. If the target is a Medium or smaller creature, they must succeed a DC 15 Strength saving throw or have their movement reduced to 0 until the end of their next turn.

Mass Infection (Recharge 5-6). Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 21 (6d6) slashing damage plus 16 (3d10) poison damage.

Unstable Eye (Recharge 5-6). 1x1x1x1 rips open his eye, granting himself blindsight for 60 feet and all the benefits of the haste spell for 3 turns. While either under these effects or lethargic, 1x1x1x1 cannot use its legendary actions or resistances.

Rejuvenate the Rotten (1/Day). Every corpse within 120 feet of 1x1x1x1 becomes the target of the Raise Dead spell. 

Legendary Actions

1x1x1x1 can take 2 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. 1x1x1x1 regains spent legendary actions at the start of it's turn.

Move. 1x1x1x1 moves up to its speed without provoking opportunity attacks.

Attack. 1x1x1x1 makes a melee attack.

 

bigtreesop

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