Level
6th
Casting Time
1 Action
Range/Area
90 ft.
Components
V, S, M *
Duration
1 Hour
School
Necromancy
Attack/Save
None
Damage/Effect

Your connection to death has never been stronger, and your abilities grow. By crushing the bone of an enemy you’ve killed, and sprinkling your familiar with the powder, they gain a more powerful form

A stark white skeleton, matching the shape of your familiars previous one but much larger emerges from the ground. The spirit of your familiar grows and surrounds the bones, forming an inky black skin. The familiar’s eyes glow purple as it looks to you for direction.

Your familiar now has it’s own actions and acts on it’s own initiative.

It’s stats are as follows:

Large Undead, True Neutral

AC: 15

HP: 86

Speed: 50ft

Proficiency Bonus: +5

STR: 15 DEX: 20 CON: 17 INT: 10 WIS: 14 CHA: 8

Saving Throws Dex +7, Wis +5
Skills Perception +5
Damage Resistances necrotic, cold
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 10 ft., darkvision 120 ft., passive Perception 15
Languages understands common and infernal, telepathy 120 ft.

Abilities

  • Aura of Obliteration. The familiar is surrounded by an annihilating aura of obliteration. All creatures other than your allies or undead that start their turn within 30 feet of the familiar must make a DC15 CON save and on a failure take 9 (2d8) necrotic damage. The familiar can emit this aura as a bonus action.
  • Sunlight Antipathy. The familiar takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

  • Multiattack. The familiar makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (2d10 + 4) piercing damage plus (1d8) poison damage.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage
  • Screech. (Recharge 6) Each creature within 20 feet of the familiar that can hear it and that isn’t an undead must succeed on a DC 14 Constitution saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

 

 

* - (The bone of an enemy)

Available For: Cleric (Legacy) Wizard (Legacy)

JamesMcGrath

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