Level
7th
Casting Time
5 Actions
Range/Area
Self 500 ft.
Components
V, S, M *
Duration
Special 24 Hours
School
Conjuration
Attack/Save
None
Damage/Effect

The caster must stand still for the duration of the delicate casting of this spell(Quickened spell reduces this cast time to one action) as four transparent hooded figures appear around the caster. For the duration of the casting, the caster must concentrate on the spell until it is finished casting. The four figures give the caster +1 AC each and for each attack successfully diverted from the attacker, one hooded figure disappears. At the moment the spell is finally cast, the caster takes 1d4 slashing damage from bleeding and the hooded figures all disappear.

Upon a successful summon, every creature of the caster's choice within 20ft must make a Constitution saving throw and take 1d10 Necrotic damage per spell level or half as much on a successful saving throw. Any creature made of flesh and bone reduced to 0 hit points by this spell becomes part of its material components.

After the conditions above have all been met, the spell's components all form into an enormous humanoid mass of undeath which will rise beneath your feet or behind your back. The almighty undead is loyal to you and follows your mental or verbal commands at no action cost to you or goes on a rampage if not given commands. You maintain a telepathic link with the Almighty Undead as long as it remains within 240ft of yourself; if this range is exceeded by any means or you travel to another plane of existence, you lose control of the Almighty Undead as it goes berserk and you cannot regain control of it again.

After 24 hours or after reaching zero hit points, the almighty undead begins to fall apart and crumble, leaving the remaining mass inert and unable to be used in this spell again. If you use another spell slot before the duration is finished, the almighty undead regains another 24 hours and 10d10 hit points. The spell slot to renew this duration must be of the same level used to cast the spell or else the almighty undead's stats will be reduced as though it was cast with a lower level spell slot.

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

Almighty Undead

Huge Undead(7th Level Spell), Gargantuan Undead(8th Level Spell), Colossal Undead(9th Level Spell)

AC 12 + the spell’s level

HP 20 x the spell's level

Speed 60 ft., Swim 40 ft.

    Mod Save
STR 19 / 21 / 23 +4 / +5 / +6 +4 / +5 / +6
DEX 14 +2 +2
CON 17 / 18 / 20 +3 / +4 / +5 +3
    Mod Save
INT 8 -1 -1
WIS 16 +3 +3
CHA 8 -1 -1

Resistances Bludgeoning, Piercing, Slashing, Poison, Psychic

Immunities Charmed, Frightened, Poisoned, Necrotic Damage

Senses Tremorsense 30 ft., Blindsight 90 ft., Passive Perception 13

Languages Understands you and only you.

CR None (XP 0; PB equals your Proficiency Bonus)

Traits

Acquired Resistances. When you summon the Almighty Undead and any of the bodies used to summon it had at least one damage resistance, both it and yourself gain one damage resistance from the corpse. You also gain immunity to Necrotic Damage for 24 hours.

Unbearable Stench. Creatures other than yourself within 10ft of the Almighty Undead must pass a constitution saving throw or become nauseous and gain disadvantage on all saving throws and attack rolls.

Dark Shroud(Gargantuan or greater). Creatures within 10ft. are blinded by a dark mist which constantly falls off the Almighty Undead.

Varying size. Necrotic Aura is increased by 10ft every size level above Huge.

Actions

Multiattack. The spirit makes a number of Palm Slam attacks equal to half the spell’s level (round down), and it uses Necrotic Aura.

Palm Slam. Melee Attack: Bonus equals your spell attack modifier, reach 20 feet. Hit:4d10 + the spell’s level Bludgeoning damage + 6 Necrotic Damage.

Necrotic Aura. Dexterity Saving Throw: DC equals your spell save DC, each creature in a 30-foot Sphere centered on the Almighty Undead. Failure: 5d8 Necrotic Damage. Success: Half damage.

Stomp(Huge or greater). Strength Saving Throw: DC equals your spell save DC, The Almighty Undead uses the weight of its entire body to crush everything under its heel, dealing 8d12 damage on a single target and everything within 5ft(10ft if colossal) of it or half as much on a successful saving throw. Buildings and creatures at least two sizes smaller take double damage.

Necrotic Flame (Colossal only, once per long rest). Dexterity Saving Throw: DC equals your spell save DC, The Almighty Undead burns immense amounts of calories all at once and takes an immediate 20 fire damage. Every creature within 30ft. takes 10d12 necrotic damage plus 10d12 fire damage on a failed save or half as much on a successful save. Creatures directly touching or grappled by the Almighty Undead automatically fail this saving throw. Necrotic damage dealt by this attack bypasses necrotic resistance and treats Immunity to necrotic damage as resistance. This attack can harm the conjurer.

 

* - (Enough bone or flesh to make up the desired entity + Ground diamond dust equal to 1000GP mixed with at least one ounce of the caster's blood formed into a summoning circle.(Which the spell consumes))

Available For: Druid Warlock Wizard Cleric - War Domain

Krumbdaar

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