Incorporeal Movement. Ledros can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object.
Sunlight Sensitivity. While in sunlight, Ledros has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Legendary Resistance (2/Day). Upon failing a saving throw Ledros can choose to succeed it instead.
Sword of Ledros. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage plus 15 (5d6) slashing damage if the target is a humanoid creature.
Harrowing Mist (Recharge 6). Ledros unleashes a wave of shadowy mist that coalesces into a 15-foot radius circle centered on himself. Each creature within that radius must succeed on a DC 14 Constitution saving throw, taking 22 (4d10) necrotic damage on a failure and half as much on a success.
2 Legendary Actions Per Round
Attack. Ledros makes one Sword of Ledros attack.
Move. Ledros moves for half his speed.
To The Depths. (2 Actions) Ledros uses Harrowing Mist at his location.
Description
When a tendril of the Black Mist stretched from the Shadow Isles to ensnare the Phantom’s Ire, it brought with it the undead Commander Ledros. Bound in service to the Harrowing, this accursed specter has claimed the salvage docks for the Shadow Isles and, along with the rest of the Shadow Isles’ undead legion, aims to ravage all of Bilgewater.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Ledros takes a lair action to cause one of the following effects; Ledros can’t use the same effect two rounds in a row:
- Skeletal arms form from beneath the ground in a 10 ft radius to grab onto and hold the position of any creature caught within this area. Creatures within this area must make a DC 15 Dexterity saving throw or be Grappled.
- The souls of the damned scream and echo centering on a point within a 120ft where Ledros can see. All creatures within 10ft must make a DC 15 Wisdom saving throw or be Frightened until the end of its turn.
- Spectral energy forms in a location before exploding into a bright white light. Creatures within a 10ft radius of that point must make a DC 13 Dexterity saving throw or be Blinded until the end of its turn.
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