Special Trait Name. magic hunter. no magic can affect the necker except necrotic.
life-sapping. when the necker is killed by necrotic magic the person becomes chaotic evil and then tries to kill every non-evil creature for 3d10 hours. At the end of the time, the person goes back to normal with their HP max dropping by 1d6. If while being evil their HP drops below zero, everything in 10 miles takes 15d12 necrotic damage, even if you are immune or resistant, except if you are evil.
Unstopable. attacks ignore all restance or immunity.
Shapechanger. can change shape intoany creature with lower or equal C.R.
pareisite. every time it is attack or attacks, the creture that attacked it/was attack looses and extra 5d10 H.P and the wright gains them.
recharge(1,6) multi-attack. the necker can do 1d4 melee weapon attacks.
claws. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 to 3 target. Hit: 13 (15d4 + 10) slashing damage.
tail. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 14 (10d10 + 10) [piecing] damage + 10d6 poison damage. the target is now poisoned and paralyzed.
1/week TURN SIDE. one target in reach of the neckers tail that is incapacitated takes 3d12 necrotic damage, if the target HP drop below 0, the following happens:
the target is chaotic evil.
it has 20 HP.
it has an AC of 15.
it serves wrights.
these effects wear off after 1d12 hours.
if its HP drop to below 5 the effects wear off immediately.
Description
once normal before magic warped their body and mind.







Comments