Huge Undead (Frost Giant), Chaotic Evil
Armor Class 23 Full Plate and Shield +2
Hit Points 275 (25d10 + 150)
Speed 30 ft.
STR
23 (+6)
DEX
14 (+2)
CON
22 (+6)
INT
14 (+2)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws STR +13, CON +13, WIS +10, CHA +12
Skills Athletics +10, Deception +10, Intimidation +10, Persuasion +10, Religion +7
Damage Resistances Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Senses Darkvision 120 ft in non-magical and magical darkness, Passive Perception 20
Languages Abyssal, Common, Dwarvish, Elvish, Giant, Infernal
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Defense. While wearing armor Amnon gains a +1 to his AC. 

Adamantine Armor. Any critical hit against Amnon is treated as a normal hit. 

Demonic Smite. Amnon is so infused with hatred and loathing for humanity, your weapon strikes carry negative energy in them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 necrotic damage.

Aura of Protection. Whenever Amnon or a creature friendly to Amnon within 30 feet of Amnon must make a saving throw, the creature gains a bonus to the saving throw equal to +5. Amnon must be conscious to grant this bonus

Aura of Death. This creature emanates a deathly aura that extends 30 feet in every direction from its space while it isn’t incapacitated The aura is blocked by total cover. While in the aura, the creature and any friendly undead are immune to the frightened condition and have resistance to radiant damage. Enemies suffer disadvantage on death saving throws while in the aura.

Aura of Hate. Amnon as well any fiends and undead within 30 feet of Amnon, gains a bonus to melee weapon damage of +5.

Undying Soul (Recharges after a Short or Long Rest). If this creature is reduced to 0 hit points, it immediately makes a DC 10 Constitution saving throw. If it succeeds, it is instead reduced to 1 hit point.

Dreadful Aspect. As an action, Amnon channels the darkest emotions and focuses them into a burst of magical menace. Each creature of Amnon’s choice within 30 feet of Amnon must make a Wisdom saving throw if it can see Amnon. On a failed save, the target is frightened of Amnon for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from Amnon, it can attempt another Wisdom saving throw to end the effect on it.

Shadow Step. While in dim light or darkness, Amnon can teleport up to 60 ft as a bonus action. 

1/day Dread Lord. As an action, Amnon can surround himself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around Amnon to dim light. Whenever an enemy that is frightened by Amnon starts its turn in the aura, it takes 4d10 psychic damage. Additionally, Amnon and creatures he chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow. While the aura lasts, Amnon can use a bonus action on his turn to cause the shadows in the aura to attack one creature. Amnon makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + 5. 

Spellcasting. Amnon is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +11 to hit with spell attacks). Amnon has the following spells prepared:

Cantrip (always prepared): toll the dead

1st level (4 slots): bless, shield of faith, wrathful smite, false life

2nd level (3 slots): crown of madness

3rd level (3 slots): animate dead, bestow curse, magic circle

4th level (3 slots): blight, death ward, staggering smite

5th level (2 slots): destructive wave, contagion, banishing smite

At will: telekinesis but only on objects that aren't being worn or carried. 

Legendary Resistance (3/Day). If Amnon fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Amnon makes two attacks with Corruption. Amnon can cast a spell or toll the dead in place of one of these attacks. 

Corruption. Melee Weapon Attack: +15 to hit, reach 5 ft., 1 target. Hit: 23 (4d6 + 11) bludgeoning damage + 12 (3d8) necrotic damage.

Legendary Actions

Amnon 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. Amnon regains spent legendary actions at the start of its turn.

Corruption. Amnon makes a weapon attack with Corruption. 

Shadow Step. Amnon uses his Shadow Step trait. 

Dreadful Aspect (Costs 2 Actions). Amnon uses his Dreadful Aspect trait. 

 

Description

The chosen champion of Vecna, Amnon was a paladin who after seeing the corruption of the world decided it would be better suited if the world was dead. He dedicated his life to serving the Demon Lord of Undeath, Orcus. In this servitude, he learned of the Eye and Hand of Vecna and dedicated his life to their search. When he found them, they were already bound to a powerful lich named Zulha Voidride, who was taken over by the will of Vecna. Amnon offered his life to The Soul of Vecna in exchange for more power to silence the world. The Soul of Vecna granted him this power, in the form of a maul called Corruption, an artifact meant to raise an army of the dead, bound to Vecna. Ever since, Amnon has been a scourge of the realm, gathering an army for Vecna and biding his time before releasing this army upon Fearun. 

Amnon wields Corruption, a shield +2, ring of telekinesis, and adamantine full plate armor. 

Corruption is a magic maul that lacks that two-handed property, grants +3 to attack and damage rolls made with it, and does an extra 2d8 necrotic damage to living creatures. 

Properties of Corruption

  • You are immune to being charmed, frightened, paralyzed, stunned, petrified, or possessed. 
  • A creature attuned to the Eye of Vecna and Hand of Vecna sees and hears everything you see and hear, and speak through you at will. The creature attuned to both the Eye of Vecna and the Hand of Vecna can take complete control of you for 1 hour every day. 
  • The sword has 5 charges that recharge every day at midnight. When you slay a creature using Corruption, you can expend a charge to tear the soul from the creature and bring the creature back to life as an undead creature under your command. The creature retains it's hit point maximum, strength, constitution, and dexterity. It loses the ability to speak, use legendary actions, lair actions, or cast spells. The creature remains under your control until it is reduced to 0 hp, or targetted by a dispel magic of 9th level, in which case the creature dies and cannot be revived short of a wish spell. 
PojoTheGoblin

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