Large Undead, Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 187 (25d10 + 50)
Speed 40 ft.
STR
10 (+0)
DEX
17 (+3)
CON
14 (+2)
INT
19 (+4)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +9, CON +8, INT +10, WIS +8, CHA +10
Skills Perception +12
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Paralyzed, Petrified, Poisoned, Prone
Senses Blindsight 120 ft., Passive Perception 22
Languages Deep Speech, Olman
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Negative Antimagic Cone. Ulrach eye emits an invisible, magical 150-foot cone of negative energy, as in the Antimagic Field spell. At the start of each of its turns, Ulrach decides which way the cone faces and whether the cone is active.

Prone Resistance. If Ulrach would be knocked prone, he instead falls into his shadow dimension, appearing behind a target he can perceive, taking his slice action at disadvantage.

Turn Immunity. Ulrach is immune to effects that turn the undead. 

Actions

Slice. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Eye Ray. Ulrach shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

1. Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by Ulrach for 1 hour, or until Ulrach harms the creature.

2. Paralyzing Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Fear Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

4. Slowing Ray. The targeted creature must succeed on a DC 17 Intelligence saving throw. On a failed save, an affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. A creature affected by this spell makes another Intelligence saving throw at the end of each of its turns. On a successful save, the effect ends for it.

5. Enervation Ray. The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 17 Strength saving throw or Ulrach moves it up to 30 feet in any direction. The target is restrained by the ray’s telekinetic grip until the start of the Ulrach's next turn or until Ulrach is incapacitated.

If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. Ulrach can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

7. Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

8. Petrification Ray. The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next 2 turns. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

Unearthly Reach. Ulrach may as a bonus action teleport behind any target that he can perceive. Creatures within attack range of Ulrach may get an attack of opportunity at disadvantage. He may then take his Slice attack against the target he teleported behind. 

Reactions

Shadowstep. Ulrach steps through his shadow dimension resulting in disadvantage to the triggering attack or advantage on the saving throw. He teleports behind any target that he can perceive. He may then take his Slice attack at disadvantage against the target he teleported to. Ulrach may use this reaction a number of times per turn equal to the number of targets he is against in combat. This reaction does not replace his reaction for an Attack of Opportunity. 

 

Legendary Actions

Ulrach can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature’s turn. Ulrach regains spent legendary actions at the start of its turn.

Eye Ray. Ulrach uses one random eye ray.

Lair and Lair Actions

Lair Actions

When fighting inside its lair, Ulrach can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Ulrach can take one lair action to cause one of the following effects:

  • Ulrach steps through his personal shadow dimensions. He teleport's behind each creature that he can perceive, using his Slice attack, at disadvantage once on each creature. 
  • The ground outside Ulrach's shrine sprout appendages until initiative count 20 on the round after next. Any creature, including one on the Ethereal Plane, that is hostile to Ulrach and is outside the wall must succeed on a DC 17 Constitution saving throw or be stunned. Any creature affected by this may repeat their saving throw at the end of their turn. 
  • A spectral eye opens in the air at a point within 50 feet of Ulrach. One random eye ray of Ulrach shoots from that eye, which is considered to be an ethereal source, at a target of Ulrach's choice. The eye then closes and disappears.

Ulrach can’t repeat an effect until all three have been used, and it can’t use the same effect on consecutive rounds.

Monster Tags: undead

GameOutlaw

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