Large Undead (Wizard), Neutral Evil
AC 20 (magically bound muscle tendons)    Initiative +7 (17)
HP 315 (42d8 + 126)
Speed 30 ft.
Mod Save
STR 25 +7 +7
DEX 19 +4 +12
CON 20 +5 +13
Mod Save
INT 23 +6 +14
WIS 19 +4 +12
CHA 14 +2 +2
Skills Arcana +19, History +12, Insight +9, Perception +9
Resistances Cold, Lightning
Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft.; Passive Perception 19
Languages All
CR 28 (XP 120,000, or 135,000 in lair; PB +8)
Traits

Eyate Control. Flayer the Sane can control upwards of 2 Eyates at once. Flayer the Sane uses verbal commands to control them. If Flayer does not issue a command during a turn, they take the dodge action. 

Eyate Interception. If an attack directed at Flayer the Sane gets past Flayers spells or reaction abilities, an Eyate will, should any of them be alive, intercept the attack and take the damage. 

Soul Destruction. If Flayer the Sane flays a soul from a sentient creature and uses that soul to power any of his soul abilities or use the Animate Eyate action, that soul is forever destroyed and can never be brought back to life. Wish, True Resurrection, and not even a god can restore what has been destroyed. 

Spirit Jar. If destroyed, Flayer the Sane reforms in 1d10 days if it has a spirit jar, reviving with all its Hit Points. The new body appears in an unoccupied space within the His lair.

Actions

Multiattack. Flayer the Sane makes three attacks, using Double Eye Ray and Draining Grasp in any combination.

Double Eye Ray. Melee or Ranged Attack Roll: +12, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Force damage. If the eye ray does more than 40 damage, it penetrates up to 15 feet behind the target. Any creature behind the original target is also hit by the eye rays if the original attack roll would have met or beaten their AC. 

Draining Grasp. Melee Attack Roll: +12, reach 5 ft. Hit: 15 (4d6 + 5) necrotic damage. The target is grappled and restrained and must make a DC20 Constitution saving throw. On a failed save, the targets maximum HP is reduced by the damage taken and Flayer is healed by the same amount. On a success, the targets maximum HP is not reduced, and Flayer only heals half of the damage dealt. 

Animate Eyate. If Flayer the Sane has recently skinned a creature, he can use this action to use the soul of the creature flayed to create a new Eyate. Flayer the Sane can only have 2 Eyates active at one time. 

Animate Skarrote. If Flayer the Sane has recently skinned a creature, he can use this action to animate the skin as a monster called a Skarrote. The Skarrote acts on the same initiative as Flayer the Sane and can act on verbal commands from Flayer. 

Spellcasting. Flayer the Sane can cast one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20):

At Will: Detect Magic, Detect Thoughts, Dispel Magic, Blight (level 5 version), Invisibility, Spirit Guardians (level 5 version), Mage Hand, Prestidigitation
2/Day Each: Animate Dead, Dimension Door, Harm
1/Day Each: Power Word Pain, Finger of Death, Power Word Kill, Scrying

Bonus Actions

Terrible Advance (Recharge 5–6) . Flayer the Sane bolsters his bodies tendons and advances forward at his speed, emitting a terrible aura. Any creature that makes an opportunity attack against Flayer the Sane must make a DC 18 Wisdom saving throw. On a failure, the source of the opportunity attack drops their weapon(s) and/or shield(s) and forgoes attacking. 

Soul Devour. If Flayer the Sane has the soul of a sentient creature he has recently flayed, he can consume the soul and roll the maximum amount of hit die that soul had and regain the rolled number of hit points. 

Soul Transmute. If Flayer the Sane has the soul of a sentient creature he has recently flayed, he can restore a use it to cast any spell from his per/day each spell list. 

Reactions

Protective Magic. Flayer the Sane casts Counterspell or Shield in response to an attack or spell’s trigger, using the same spellcasting ability as Spellcasting.

Flay the Sane (Recharge 5–6). If Flayer the Sane reduces a creature to below 25 hit points and has this ability charged, He flays the skin from the creature's body and extracts their soul and stores it within his own body. The targets body will remain screaming for one round after the flaying, forcing all allies of the target to make a DC 22 Wisdom saving throw. On a failure, all creatures have the frightened condition and have disadvantage on all checks and saves until they succeed the roll. On a success, the targets allies suffer no effects.

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, Flayer the Sane can expend a use to take one of the following actions. Flayer regains all expended uses at the start of each of its turns.

Deathly Teleport. Flayer the Sane teleports up to 60 feet to an unoccupied space it can see, and each creature within 10 feet of the space it left takes 11 (2d10) Necrotic damage.

Disrupt Life. Constitution Saving Throw: DC 20, each creature that isn’t an Undead in a 20-foot Emanation originating from Flayer the Sane. Failure: 31 (9d6) Necrotic damage. Success: Half damage. Failure or Success: Flayer the Sane can’t take this action again until the start of its next turn.

Frightening Gaze. Flayer the Sane casts Fear, using the same spellcasting ability as Spellcasting. The lich can’t take this action again until the start of its next turn.

Description

Flayer the Sane is an extremely rare case of a Lich maintaining their full sanity and faculties upon ascending to Lichdom. Flayer is entirely unique in the fact that he found a way to keep his musculature and nervous system. While most Liches lose bodily mobility, strength, and dexterity, Flayer has lost none of it. He has found a balance between animated flesh and true undeath.

Flayer the Sane seeks to continue his abominable research and twisted want to create new forms of undeath. His main part of attraction is the skin of sentient creatures.  

Beyond the Eyates Flayer constantly keeps nearby, his minions are primarily flesh golems or other flesh based or stitched together undead, abominations, or undead. A list of common monsters that Flayer employes are: Flesh Golems, Gibbering Mouthers, Crawling Claws, Boneless (weaker variant of a Skarrote [scare-ought]), Zombie Clots, and Necrichors. 

Lair and Lair Actions

Flayer the Sane's lair is a subterranean cave network that houses his flesh laboratories, flesh stores, soul larder, and his phylactery. Flayer the San's lair is deep in ice- and snow-covered mountains for natural preservation of the mass quantities of skin and flesh that must remain semi-fresh. 

The region containing Flayer the Sane's Lair is warped by its presence, creating the following effects:

All-Seeing. While in its lair, Flayer the Sane can cast Clairvoyance, requiring no spell components and using the same spellcasting ability as its Spellcasting action.

Sanity Siphon. Any creature that ventures within 5 miles of Flayer's lair will need to make 1 DC 15 wisdom saving throw for every 8 hours within the area. On a failed save, the creatures Wisdom score is temporarily reduced by 1. If a creature ventures inside of Flayer's lair proper, this check is made every hour. If a creatures Wisdom score drops to 0, they suffer ego death and are effectively brain dead. If a creature leaves the 5-mile boundary around Flayer's lair, their Wisdom score will be restored to its original number. However, if a creature suffers ego death, the effect becomes permanent. 

Previous Versions

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