Large Undead, Typically Chaotic Neutral
AC 20 Natural Armor    Initiative +11 (21)
HP 221 (18d12 + 87)
Speed 40 ft., Climb 40 ft.
Mod Save
STR 20 +5 +10
DEX 22 +6 +11
CON 18 +4 +9
Mod Save
INT 17 +3 +9
WIS 17 +3 +3
CHA 14 +2 +2
Skills Acrobatics +6, Arcana +4, Athletics +6, Intimidation +8, Perception +3, Stealth +8, Survival +6
Resistances Cold, Fire
Immunities Exhaustion, Prone
Senses Darkvision 120ft, Truesight 30ft; Passive Perception 18
Languages Common, Deep Speech
CR 13 (XP 10,000; PB +5)
Traits

Regeneration. After taking damage, Angor Rot regains 3d12 hit points per minute.

Sunlight Sensitivity. If Angor Rot is caught in non magical sunlight and fails a DC25 Constitution Saving throw, Angor Rot begins to turn to stone.

Stealth Watching. Angor Rot can remove one of his eyes from his skull, which can move on its own and allows Angor Rot to watch his targets or victims through it.

Soul Bound. Angor Rot's soul is bound to a simple carved ring named Inferna Copula, whoever wears the ring controls Angor Rot. If the ring is destroyed, Angor Rot is free and can act without command.

Rage Frenzy. After falling below half of his total health, Angor Rot enters a frenzied rage which makes him resistant to Bludgeoning, Piercing and Slashing damage. In addition to allowing him advantage on each of his attacks, at the penalty of every attack against him is also at advantage.

Spellcasting. Angor Rot is a 5-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +8 to hit with spell attacks). Angor Rot has following Wizard and Ranger spells prepared:
(at will): Hunter's Mark.

3rd level (5 slots): Glyph of Warding, Hold Person.

5th level (3 slots): Hold Monster, Dominate Person.

Actions

Multiattack. Angor Rot makes 4 attacks, two with his dagger and two unarmed strikes.

Sun Poison Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 6) Slashing damage and (3d6) Poison damage. The target must make a DC17 Constitution saving throw or begin to come under the affects of petrification.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: # (1d6 + 4) Bludgeoning damage.

Bonus Actions

Hide. As a bonus action, Angor Rot can make a stealth check in an attempt to hide.

Dash. As a bonus action, Angor Rot can dash to double his movement speed.

Reactions

Opportunity Attack. If a target or creature attempts to leave Angor Rot's attack range, he'll make an opportunity attack with the Sun Poison Dagger.

Legendary Actions

Shadow Leaper (Costs 1 Legendary Action). Upon entering a shadowy or darkened space, Angor Rot can teleport to the next nearest shadow.

Golem Creator (Costs 1 Legendary Action). Angor Rot can create Golems from his own body, suffering 3d6 damage in exchange of creating 3 Golems. (Stone Golems for stat blocks).

 

Description

Angor Rot possesses a thin, almost human-like physique, with long, muscular arms and a broad chest. His tall, thin head is skull-like in shape. Its most distinctive feature is its pair of glowing, sunken yellow eyes with black sclera; these eyes are removable and can move around on their own. Two large horns sprout from the back of Angor's head, curving around it; the horns themselves appear to be wrapped in some sort of fabric. Angor has an underbite. He has fangs and teeth, vines from his body and feet, black nose, and blue gems inside his cracks from his chest.

SilentFury2881

Comments

Posts Quoted:
Reply
Clear All Quotes