Armor Class
19
Natural Armor
Hit Points
182
(28d8 + 56)
Speed
30 ft.
STR
12
(+1)
DEX
13
(+1)
CON
14
(+2)
INT
30
(+10)
WIS
19
(+4)
CHA
17
(+3)
Saving Throws
INT +38
Damage Immunities
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses
Passive Perception 14
Languages
Common, Infernal, Abyssal
Challenge
30 (155,000 XP)
Proficiency Bonus
+9
Traits
Legendary Resistance (5/Day). If Seebulon fails a saving throw, he can choose to succeed instead.
Magical Creation. Creatures created by an action in the name of which create is involved are magical constructs and can be dispelled. This can be done by casting dispel magic on them with a spellslot of a level which equals the number at the beginning of each actions' description of times the action can be performed. Alternatively if they enter the radius of an effect like antimagic field they must make a constitution saving throw against the casters spellsave DC.
Actions
Staff of Evil. Melee or Ranged Weapon Attack: +19 to hit, reach 5 ft. or range 120/360 ft., one target. Hit: 20 (3d6+10) Necrotic damage.
Create Clone (3/Day). (9) As an Action Seebulon creates an exact copy of himself within 5 feet of himself. This clone is under his control and uses this statblock minus this action. Only one clone can exist at a time.
Bonus Actions
Create Flying Giant Constrictor Snake (Recharge 4-6). (4) As an Action Seebulon creates 2 giant constrictor snakes with a flying speed of 60 feet within 20 feet of himself that are under his control.
Legendary Actions
Seebulon 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. Seebulon regains spent legendary actions at the start of his turn.
Staff of Evil. Seebulon makes a Staff of Evil attack.
Create Goblins (Costs 2 Actions). (3) Seebulon creates 2d8+4 Goblin Bosses within 60 feet of himself. The Goblin Bosses are under his control.
Lair and Lair Actions
Built around hells core stands a blackstone bastion the home of Seebulon.
Lair Actions
On initiative count 20 (losing initiative ties), Seebulon takes a lair action to cause one of the following effects; Seebulon can’t use the same effect two rounds in a row:
- Seebulon creates a troll within his lair that he is in control of.
- Seebulon gains perfect knowledge of every creature and object within his lair. This effect lasts until the end of his lairs' next turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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7/29/2026 3:10:20 PM
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4
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3
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Coming Soon
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