```metadata
title: Ulventar, The Massacre
description: ''
tags: []
systems:
- 5e
renderer: V3
theme: 5ePHB
```
{{frontCover}}
{{logo ![](/assets/naturalCritLogoRed.svg)}}
# Ulventar, The Massacre
##
___
{{banner HOMEBREW}}
{{footnote
In a kingdom of panic, six adventurers oppose lawlessness.
}}
![background image](https://i.imgur.com/IwHRrbF.jpg){position:absolute,bottom:0,left:0,height:100%}
\page
{{toc,wide
# Table Of Contents
- #### [{{ Ulventar, Devourer of Souls }}{{ 3}}](#p3)
- [{{ Treasure}}{{ 6}}](#p6)
- #### [{{ Red, Lady of Graves}}{{ 8}}](#p8)
- #### [{{ Hymir, Tragedy of Aurvandr}}{{ 10}}](#p10)
- #### [{{ Orion, Guardian of Nothing}}{{ 12}}](#p12)
- #### [{{ Sariss, Inferior Fool}}{{ 15}}](#p15)
- #### [{{ Dragon of Forgotten Names}}{{ 17}}](#p17)
- #### [{{ Thanatos, Scion of Ulventar}}{{ 19}}](#p19)
- #### [{{ Thandil, Death Knight}}{{ 21}}](#p21)
- #### [{{ Bjor, Death Knight}}{{ 22}}](#p22)
- #### [{{ Indre, Storm Giant Wight}}{{ 24}}](#p24)
- #### [{{ Volnan, Fire Giant Wight}}{{ 26}}](#p26)
- #### [{{ Nizrana, Cloud Giant Wight}}{{ 27}}](#p27)
- #### [{{ Gisli, Wight Banneret}}{{ 29}}](#p29)
- #### [{{ Julian, Wight Banneret}}{{ 30}}](#p30)
- #### [{{ Grimar, Wight Cavalier}}{{ 31}}](#p31)
- #### [{{ Irena, Wight of the Elements}}{{ 32}}](#p32)
- #### [{{ Syrus, Wight of Shadows}}{{ 33}}](#p33)
- #### [{{ Aevarr, Wight of Dead Souls}}{{ 34}}](#p34)
- #### [{{ Skeller, Wight Swashbuckler}}{{ 35}}](#p35)
- #### [{{ Salvar, Wight Assassin}}{{ 36}}](#p36)
- #### [{{ Sivia, Wight Scout}}{{ 37}}](#p37)
- #### [{{ Kilean, Wight Scout}}{{ 38}}](#p38)
- #### [{{ Axel, Wight Thief}}{{ 39}}](#p39)
- #### [{{ Thorgeir, Wight Slayer}}{{ 40}}](#p40)
- #### [{{ Armod, Wight Sharpshooter}}{{ 41}}](#p41)
- #### [{{ Svala, Wight Bladesinger}}{{ 41}}](#p41)
}}
\page
{{monster,frame,wide
## Ulventar, Devourer of Souls
*Gargantuan undead, chaotic Evil*
___
**Armor Class** :: 24 (natural armor)
**Hit Points** :: 507 (26d20 + 234)
**Speed** :: 50 ft., burrow 50 ft., fly 100 ft. (hover)
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|27 (+8)|13 (+1)|29 (+9)|28 (+9)|18 (+4)|19 (+4)|
___
**Saving Throws** :: Dex +10, Con +18, Wis +13, Cha +13
**Skills** :: Arcana +27, Intimidation +13, Nature +16, Perception +21, Stealth +10
**Damage Resistances** :: cold, necrotic
**Damage Immunities** :: lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
**Condition Immunities** :: charmed, exhaustion, frightened, paralyzed, poisoned
**Senses** :: Blindsight 60ft., Truesight 120ft., passive Perception 31
**Languages** :: Abyssal, Common, Draconic, Elvish
**Challenge** :: 32 (195,000 XP) {{width:80px}} **Proficiency** +9
___
**Indominable (3/Day).** Ulventar rerolls a failed save.
:
**Magic Resistance.** Ulventar has advantage on saving throws against magical effects.
:
**Dracolich.** Ulventar regains 20 hit points at the beginning of his turn if he has 1 or more hit points, appearing as a living blue dragon, and his hit point maximum can't be reduced.
If Ulventar is destroyed, he gains a new body in 2 (1d4) days that appears within 5 feet of his phylactery.
:
**The Blackstone Usekh (50 Charges).** At midnight, the Blackstone regains 3 (1d6) charges and Ulventar can use his hit die to regain more. He can cast the following spells from the stone using his spell save DC:
0 Charges: :: *arcane lock, enhance ability, locate creature, sending*
3 Charges: :: *blight, counterspell, invisibility, locate object, nondetection*
5 Charges: :: *false life (5th Level), negative energy flood, soul cage*
7 Charges: :: *contingency (7th level), lightning bolt (7th level)*
9 Charges: :: *imprisonment, storm of vengeance*
:
**Spellcasting.** Ulventar is a 20th-level wizard and uses Intelligence as his spellcasting modifier (DC 26, +18 to hit). He has the following spells prepared:
At Will: :: *chill touch, mage hand, mending, prestidigitation, shocking grasp*
1st Level (5 Slots): :: *absorb elements, magic missile, protection from evil and good*
2nd Level (4 Slots): :: *blindness/deafness, earthbind, hold person, warding wind*
3rd Level (4 Slots): :: *counterspell, dispel magic, hypnotic pattern, spirit shroud*
4th Level (4 Slots): :: *dimension door, mordenkainen's private sanctum, storm sphere*
5th Level (4 Slots): :: *hold monster, synaptic static, temporal shunt*
6th Level (3 Slots): :: *chain lightning, disintegrate, globe of invulnerability*
7th Level (3 Slots): :: *forcecage, simulacrum, teleport*
8th Level (2 Slot): :: *demiplane, dominate monster, feeblemind*
9th Level (2 Slot): :: *gate, meteor swarm*
### Actions
**Multiattack.** Ulventar uses dracolich's presence, then makes four attacks: one with his bite, two with his paralyzing claws, and one with his tail.
:
***Bite.*** *Melee Weapon Attack:* +17 to hit, reach 15ft., one target. *Hit:* 30 (4d10 + 8) piercing damage plus 22 (4d10) lightning damage.
:
***Paralyzing Claw.*** *Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 22 (4d6 + 8) slashing plus 14 (4d6) necrotic damage. On a hit, the target makes a DC 26 Constitution save or is paralyzed for 1 minute. The target can retry the save at the end of its turns.
:
***Tail.*** *Melee Weapon Attack:* +17 to hit, reach 20ft., one target. *Hit:* 26 (4d8 + 8) bludgeoning damage.
:
***Dracolich's Presence.*** Each creature of Ulventar's choice within 120 feet must make a DC 26 Wisdom save. On a failed save, the creature is charmed if it is undead or frightened if it isn't. A non-undead creature repeats the save at the end its turns. If the effect ends for it, the creature is immune to this ability for 24 hours.
:
***Lightning Breath (Recharge 5-6).*** Ulventar exhales lightning in a 120-foot line that is 10-feet wide. Each creature in that line makes a DC 26 Dexterity save, taking 110 (20d10) lightning damage on a failed save, or half as much damage on a successful one.
:
***Putrefying Breath (Recharge 5-6).*** Ulventar exhales necrotic energy in a 150-foot cone. Each creature in that cone makes a DC 26 Constitution save, taking 39 (6d12) necrotic damage on a failed save or half as much on a success. If a creature dies this way, it raises as a zombie under Ulventar's control.
### Bonus Actions
***Misty Step.*** Ulventar can cast *misty step* without expending a spell slot.
:
***Overload.*** Ulventar chooses to expend thousands of souls from his phylactery at once. The arcane energy burns the flesh from his bones, revealing a skeleton that is bursting with lightning and screaming souls. He gains the following benefits for 1 hour:
* *Ulventar can cast 1 action spells as bonus actions and he can take three reactions per round.*
* *When Ulventar casts a spell and he, or the spell, is targeted by *counterspell* or *dispel magic*, treat the spell's level as 5 levels higher.*
* *Ulventar is surrounded by a 15-foot-aura of hungry spirits and lightning. When a creature enters the area for the first time on a turn or starts their turn there, it takes 21 (6d6) lightning plus 21 (6d6) necrotic damage and Ulventar regains hit points equal to the necrotic damage dealt. This has no effect against constructs or undead.*
### Reactions
***Shield.*** Ulventar can cast *shield* without expending a spell slot.
}}
make 2 magic items
- problems to tackle
low hp (cr 28)
AC (cr 38)
Dmg (cr 31)
DC (cr 32)
Damage diversity (add force damage)
\page
\page
___
>
> ### Lair Actions
> Lair actions happen on initiative count 20. Ulventar chooses them, and can't pick the same one twice in a row.
>
> ***Cord of Death.*** Ulventar targets one creature it can see within 30 feet of it. A crackling cord of necrotic energy tethers the lich to the target. Whenever Ulventar takes damage, the target must make a DC 18 Constitution save. On a failed save, Ulventar takes half the damage, and the target takes the remaining damage. This tether lasts until Ulventar chooses a new action.
>
> ***Phylactery Feeding.*** Ulventar rolls 1d8 and regains a spell slot of that level or lower.
>
> ***Wrath of the Dead.*** Ulventar calls forth the spirits of his victims. These apparitions materialize and attack one creature that Ulventar can see within 60 feet. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
### Spellbook
1st: :: *absorb elements, alarm (R), burning hands, cause fear, charm person, detect magic (R), comprehend language (R), disguise self, expeditious retreat, feather fall, fog cloud, identify (R), illusory script (r), magic missile, magnify gravity, protection from evil and good, tenser's floating disk (R), shield, sleep, unseen servant (R)*
2nd: :: *arcane lock, blindness/deafness, detect thoughts, dust devil, earthbind, enhance ability, hold person, invisibility, knock, locate object, magic mouth (r), maximillian's earthen grasp, shatter, warding wind*
3rd: :: *animate dead, counterspell, dispel magic, glyph of warding, hypnotic pattern, ice storm, intellect fortress, leomund's tiny hut (r), nondetection, life transference, lightning bolt, speak with dead, spirit shroud, summon undead*
4th: :: *arcane eye, banishment, blight, dimension door, elemental bane, fabricate, greater invisibility, mordenkainen's private sanctum, storm sphere, summon construct*
5th: :: *animate objects, bigby's hand, creation, dominate person, hold monster, modify memory, scrying, skill empowerment, synaptic static, temporal shunt, wall of force, wall of stone*
6th: :: *chain lightning, circle of death, create undead, disintegrate, Drawmij's instant summons, globe of invulnerability, investiture of ice, investiture of wind, magic jar, soul cage, tasha's otherworldly guise, true seeing*
7th: :: *draconic transformation, finger of death, forcecage, mordenkainen's sword, power word: pain, sequester, simulacrum, symbol, teleport, tether essence*
8th: :: *Abi-Dalzilm's horrid wilting, control weather, dark star, demiplane, dominate monster, feeblemind, mind blank, power word: stun*
9th: :: *astral projection, gate, imprisonment, mass polymorph, meteor swarm, power word kill, storm of vengeance, time ravage, weird*
\page
### Treasure
#### Mundane
::A set of seven candlesticks bearing a god's holy symbol: 2
::A tarnished brazier with pleasant-smelling ash
::A drum for use in religious rites, with a foreboding echo to its beat: 2
::A stuffed Monstrosity appropriate to the local terrain
::The skull of a Fiend or Celestial
::Hundreds or thousands of fake coins interspersed with the real treasure
::A treatise on alchemy etched on steel cylinders
::A map showing the dragon’s lair in relation to villages and other long-gone landmarks
::A scroll containing a long epic poem in praise of the dragon: 2
::A small shrine with a statuette, a brazier, and an altar dedicated to a god worshiped by many of the dragon’s minions: 2
::An extensive historical record in the form of carefully knotted strings
#### Gems
##### 1 GP: Total Value (85)
::Azurite: 7
::Banded Agate: 5
::Blue Quartz: 9
::Eye Agate: 7
::Hematite: 6
::Lapis Lazuli: 10
::Malachite: 6
::Moss Agate: 5
::Obsidian: 3
::Rhodochrosite: 9
::Tiger Eye: 11
::Turquoise: 7
##### 5 GP: Total Value (930)
::Bloodstone: 11
::Carnelian: 23
::Chalcedony: 18
::Chrysoprase: 14
::Citrine: 13
::Jasper: 22
::Moonstone: 15
::Onyx: 12
::Quartz: 13
::Sardonyx: 18
::Star rose Quartz: 16
::Zircon: 12
##### 10 GP: Total Value (480)
::Amber: 5
::Amethyst: 3
::Chrysoberyl: 5
::Coral: 3
::Garnet: 4
::Jade: 3
::Jet: 4
::Pearl: 10
::Spinel: 7
::Tourmaline: 4
##### 50 GP: Total Value (250)
::Alexandrite
::Aquamarine
::Peridot: 2
::Topaz
##### 100 GP: Total Value (1500)
::Black opal
::Blue sapphire: 3
::Emerald: 2
::Fire opal
::Opal: 2
::Star ruby: 2
::Star sapphire: 2
::Yellow sapphire: 2
##### 500 GP: Total Value (2000)
::Black sapphire
::Diamond (use to make Rydrug Ancient)
::Jacinth: 2
#### Art
##### 2.5 GP: Total Value (140)
::Silver Ewer: 4
::Carved Bone Statuette: 7
::Small Gold Bracelet: 10
::Cloth-of-gold Vestments: 4
::Black Velvet Mask stitched with silver thread: 8
::Copper chalice with silver filigree: 3
::Small Mirror set in painted wooden frame: 4
::Embroidered silk handkerchief: 6
::Gold locket with painted portrait: 10
##### 25 GP: Total Value (450)
::Gold ring set with blood-stones: 2
::Large gold bracelet: 4
::Silver necklace with a gemstone pendant
::Bronze crown
::Silk robe with gold embroidery: 2
::Brass mug with jade inlay: 5
::Large well-made tapestry: 2
::Gold bird cage with electrum filigree
##### 75 GP: Total Value (825)
::Harp of exotic wood with ivory inlay and zircon gems: 2
::Small gold Idol: 3
::Ceremonial Electrum dagger with black pearl: 2
::Painted gold war mask
::Obsidian statuette with gold fittings and inlay: 2
::Silver and gold brooch
\page
##### 250 GP: Total Value (3350)
::Fine gold chain set with a fire opal: 2
::Old masterpiece painting
::Embroidered silk and velvet mantle set with numerous moonstones
::Platinum bracelet set with a sapphire
::Jeweled Anklet
::Gold music box: 3
::Gold circlet set with four aquamarines
::Eye patch with a mock eye set in blue sapphire and moonstone: 2
##### 750 GP: Total Value (1500)
::Gold cup set with emeralds
::Jeweled platinum ring
##### Coin: Total Value (122,849 GP)
::520 CP
::1,300 SP
::30,984 GP
::9,003 PP
### Magic Items
::Dust of Sneezing and Choking
::Elixir of Health: 2
::Gem of Brightness
::Oil of Slipperiness
::Philter of Love: 2
::Potion of Animal Friendship: 2
::Potion of Aqueous Form
::Potion of Climbing: 3
::Potion of Fire Giant Strength
::Potion of Gaseous Form
::Potion of Invisibility: 3
::Potion of Resistance (Fire)
::Potion of Speed
::Potion of Supreme Healing: 2
::Potion of Water Breathing
:
::Spell Scroll (Bane)
::Spell Scroll (Glibness)
::Spell Scroll (Goodberry)
::Spell Scroll (Hunter’s Mark)
::Spell Scroll (Mage Hand)
::Spell Scroll (Purify Food and Drink)
::Spell Scroll (Resistance)
::Spell Scroll (Speak with Animals)
:
::Adamantine armor (chain shirt)
::Balance of Harmony
::Barrier Tattoo
::Belt of Hill Giant’s Strength
::Bookmark
::Broom of Flying
::Butcher's Bib
::Flying Chariot
::Folding Boat
::Gauntlets of Flaming Fury
::Ghost Lantern
::Gloves of Soul Catching
::Helm of Comprehending Languages
::Helm of Telepathy
::Immovable Rod: 2
::Iron Horn of Valhalla
::Javelin of Lightning
::Living Gloves
::Lyre of Building
::Medallion of Thoughts
::Moon Sickle, +2
::Necklace of Adaptation
::Ring of Obscuring
::Ryth-Maker's Drum, +2
::Sending Stones
::Slipper of Spider Climbing
::Wand of Secrets
::War Pick, +1
SORT
- Ashardalon -
People: Imnes
Scrolls: Scroll of create bonfire, Scroll of teleportation circle, scroll of contingency
Potions: Potion of Water Breathing, Potion of Supreme Healing (3), potion of invisibility, potion of speed, Potion of Frost Giant Strength, Potion of Clairvoyance, Elixer of Health
Attunement: peregrine mask, ring of regeneration, Ring of Feather Falling, barrier tattoo (rare), Gloves of Missile Snaring, Spell Bottle, stonespeaker crystal
Non-Attunement: +3 studded leather, Boots of Elvenkind, Figurine of an Onyx Dog, Half-Plate Adamantine Armor
Currency
done
Gemstones
1 gp - Azurite, Blue Quartz, Lapis Lazuli (3), Obsidian, Turquoise
5 gp - Carnelian, Citrine, Moonstone, Onyx, White Quartz, Sardonyx (2)
10 gp - Amethyst, Coral, Garnet, Jade (3), Jet, Tourmaline
50 gp - Alexandrite, Aquamarine (2), Black Pearl (2), Blue Spinel, Peridot (4), Topaz (2)
100 gp - Black Opal, Blue Sapphire (3), Emerald (3), Fire opal (4), Opal (3), Star Ruby, Star Sapphire
500 gp - Black Sapphire, Diamond (3), Jacinth, Ruby
Art objects
(2.5 gp) - Silver Ewer, Carved Bone Statuette (2), Cloth-of-Gold Vestments (3), Black Velvet Mask stitched with Silver Thread, Copper Chalice with Silver Filigree, Pair of Engraved Bone Dice (2), Embroidered Silk Handkerchief (2), Gold Locket with a Painted Portrait inside
(25 gp) - Gold Ring set with Bloodstones, Carved Ivory Statuette, Large Gold Bracelet, Bronze Crown, Box of Tourquoise figurines, Gold Bird Cage with Electrum Filigree
(75 gp) - Silver Chalice set with Moonstones, Silver Plated Steel Longsword with Jet set in hilt, Carved harp of exotic wood with Ivory inlay and Zircon gems, Gold dragon comb set with Red garnets as eyes, Ceremonial Electrum dagger with a Black Pearl in the pommel, Obsidian statuette with Gold fittings and inlay
(250 gp) - Fine Gold chain set with a Fire Opal (2), Old Masterpiece Painting, Embroidered glove set with Jewel Chips (3), Gold Music Box (2), Gold Circlet set with four Aquamarines, Eye patch with a mock eye set in Blue Sapphire and Moonstone
(750 gp) - Small Gold statuette set with Rubies
- Rydrug -
Scrolls: Scroll of Feather Fall
Potions:
Attunement: Amulet of the Devout +3, Moon Sickle +3, Gauntlets of Ogre Power, Sun Blade
Non-Attunement: Dagger of Venom
Currency
420 copper
1000 silver
2900 gold
380 platinum
6804
Gemstones
1 gp - Blue quartz, Azurite, Tiger eye, Moss agate
5 gp - Star rose quartz, Chalcedony
10 gp - Garnet, (3) Coral, (2) Chrysoberyl, Spinel, (2) Tourmaline
50 gp - Blue spinel, Aquamarine, Black pearl, Alexandrite
100 gp - Yellow sapphire, Opal
500 gp - Diamond, Black sapphire, (2) jacinth, (3) Ruby
Art objects
(2.5 gp) - Copper chalice with silver filigree, Small mirror set in a painted wooden frame
(25 gp) - Large well-made tapestry, Brass mug with jade inlay
(75 gp) - Silver-plated steel longsword with jet set in hilt
(250 gp) - jeweled anklet, (3) Embroidered glove set with jewel chips
(750 gp) - Bejeweled ivory drinking horn with gold filigree
- Voznyk -
People: Zamdor (minotaur druid), Uryt (tortle Sorcerer), Aitan (Dragonborn Bard)
Scrolls:
Potions: potion of healing, potion of climbing
Attunement:
Non-Attunement: Dagger of Venom
Currency
400 copper
1400 silver
2900 gold
370 platinum
6744
Gemstones
1 gp - (2) Hematite, (2) Eye agate, Rhodochrosite, Turquoise
5 gp - Bloodstone, Star rose quartz, Moonstone, Jasper
10 gp - Amber, Amethyst, Chrysoberyl, (2) Pearl
50 gp -
100 gp - Opal, Star sapphire
500 gp - Diamond, jacinth
Art objects
(2.5 gp) - (2) Cloth-of-gold vestments
(25 gp) - Bronze crown, Silver necklace with a gemstone pendant, Carved ivory statuette, Gold bird cage with electrum filigree, Silk robe with gold embroidery, Brass mug with jade inlay
(75 gp) - Small gold idol
(250 gp) - Eye patch with a mock eye set in blue sapphire and moonstone, Gold circlet set with four aquamarines, jeweled anklet
(7500 gp) - Jeweled gold crown, Gold jewelry box with platinum filigree, Painted gold child's sarcophagus, jeweled platinum ring
- Zurtath -
Scrolls: Scroll of Expeditious Retreat, Scroll of Antipathy/Sympathy
Potions: Potion of Healing, Potion of Supreme Healing
Attunement: Eyes of the Eagle
Non-Attunement: Seeker Dart
Currency
290 copper
1400 silver
2600 gold
410 platinum
6840
Gemstones
1 gp - Banded agate, Turquoise, Rhodochrosite, Lapis lazuli
5 gp - Jasper, Quartz
10 gp - Tourmaline, jade, Amber, Amethyst
50 gp - Topaz, Aquamarine
100 gp -
500 gp -
Art objects
(2.5 gp) - Carved bone statuette
(25 gp) - Gold ring set with bloodstones, Silver necklace with a gemstone pendant, Gold bird cage with electrum filigree, Large gold bracelet, Bronze crown
(75 gp) - Carved harp of exotic wood with ivory inlay and zircon gems, Painted gold war mask, Obsidian statuette with gold fittings and inlay
(250 gp) - Old masterpiece painting, Fine gold chain set with a fire opal, jeweled anklet, Embroidered silk and velvet mantle set with numerous moonstones
(7500 gp) - jeweled platinum ring, jade game board with solid gold playing pieces, Jeweled gold crown, Small gold statuette set with rubies
- Illiax -
Scrolls: Scroll of Silent Image
Potions:
Attunement: Chain Mail of X Resistance, Sunforger
Non-Attunement: Ring of Swimming, Insignia of Claws
Currency
400 copper
1900 silver
2900 gold
390 platinum
6994
Gemstones
1 gp - Rhodochrosite, Malachite, Blue quartz, Azurite
5 gp - Star rose quartz, Chrysoprase, Jasper, Chalcedony
10 gp - Garnet, Tourmaline, (2) Amber, Chrysoberyl
50 gp - Peridot, Blue spinel, Black pearl, (2) Topaz
100 gp - Blue sapphire, Opal, Star sapphire, Emerald
500 gp - Diamond, (2) Ruby, (3) Black sapphire
Art objects
(2.5 gp) - Pair of engraved bone dice, Small gold bracelet
(25 gp) - (3) Large gold bracelet
(75 gp) - Gold dragon comb set with red garnets as eyes, Silver chalice set with moonstones
(250 gp) - (2) Gold circlet set with four aquamarines, (2) Eye patch with a mock eye set in blue sapphire and moonstone, Gold music box
(7500 gp) - jeweled platinum ring, Painted gold child's sarcophagus
- Yken -
Scrolls:
Potions:
Attunement: All Purpose Tool +2, Battering Shield
Non-Attunement: +1 Weapon
Currency
480 copper
1800 silver
2700 gold
370 platinum
6584
Gemstones
1 gp - Moss agate, Eye agate
5 gp - Bloodstone, Chrysoprase, Citrine, Sardonyx
10 gp - (2) Coral, Garnet, jet, Amber, Spinel, Tourmaline
50 gp - (2) Aquamarine, Blue spinel, Topaz
100 gp - Star ruby, Star sapphire
500 gp - (2) Ruby
Art objects
(2.5 gp) - Pair of engraved bone dice, Black velvet mask stitched with silver thread, Silver ewer, Cloth-of-gold vestments
(25 gp) - Carved ivory statuette, Brass mug with jade inlay, Silk robe with gold embroidery, (2) Gold bird cage with electrum filigree
(75 gp) - Carved harp of exotic wood with ivory inlay and zircon gems, Obsidian statuette with gold fittings and inlay, Silver and gold brooch, (2) Bottle stopper cork embossed with gold leaf and set with amethysts, 1, Painted gold war mask
(250 gp) - (4) Platinum bracelet set with a sapphire
(7500 gp) -
\page
{{monster,frame,wide
## Red, Lady of Graves
*Medium undead, lawful Evil*
___
**Armor Class** :: 22 (Throtominarr, Darasvrak)
**Hit Points** :: 284 (20d10 + 160)
**Speed** :: 30 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|18 (+4)|22 (+6)|24 (+7)|14 (+2)|14 (+2)|22 (+6)|
___
**Saving Throws** :: Str +11, Con +14, Wisdom +9
**Skills** :: Athletics +11, Insight +9, Intimidation +13, Perception +9, Persuasion +13, Survival +9
**Damage Immunities** :: cold, lightning
**Senses** :: darkvision 60ft., passive Perception 19
**Languages** :: Common, Draconic
**Challenge** :: 23 (22,000 XP)
___
**Action Surge (2/Rest).** Red can take an additional action. When she activates this, an ally can make an attack as a reaction.
:
**Indominable (3/Day).** Red can reroll a failed saving throw.
:
**Alert.** Red cannot be surprised while conscious, gains +5 to initiative, and doesn't grant advantage against hidden creatures.
:
**Cursed Armor.** If Red dies, she will reanimate inside her armor in 5 (1d10) days. If a creature is wearing her armor when she reanimates, they make a DC 21 Charisma save. On a failed save, Red takes over, and the creature inside the armor is killed, leaving no body. A creature wearing the armor will not want to take it off, and will hide any ill effects from others.
:
**Grave Knight Weapons.** Red's weapon attacks are magical. When Red hits with any weapon, it deals an additional 7 (2d6) lightning damage on any weapon she uses (included).
:
**Magic Resistance.** Red has advantage on saving throws against spells or other magical effects.
:
**Unholy Aura.** Whenever an enemy within 30 feet of Red is targeted by a healing effect, the one creating the effect makes a DC 21 Constitution save. On a failed save, the spell or ability is wasted.
:
**Darasvrak (7 Charges).** Darasvrak is a shield made of bronze. Regains 1 charge on a short rest or all charges on a long rest. The DC for this weapon uses the attuned creature's Charisma modifier. It gives her the *Push, Pull* or *Repel* abilities
:
**Noachi (7 Charges).** Noachi is a shortsword made of bronze. Regains 1 charge on a short rest or all charges on a long rest. The DC for this weapon uses the attuned creature's Charisma modifier. It has the following abilities.
*Lightning Strike (1 or More Charges).* :: As an action, Red chooses one target she is aware of within 150 feet. Lightning strikes at the target from above. The target makes a DC 21 Dexterity save, taking 36 (8d8) lightning damage on a failed save, or half as much on a success.
*Stunning Burst (1 or More Charges).* :: When Red hits a creature, she deals an extra 4 (1d6) lightning damage per charge expended. A creature that takes this damage makes a DC 21 Constitution save. On a failed save, it is paralyzed until the end of their turn. If she uses 4 or more charges, the creature has disadvantage on the save.
:
**Throtominarr.** :: Red is immune to critical hits. Red can sacrifice hit points during her turn to empower herself with the following abilities:
*Blood Lightning.* :: Red's lightning becomes blood red. Once per turn, she can use 10 HP to make her lightning deal an additional 7 (2d6) lightning damage until the end of her. If she uses 15 HP, she ignores lightning resistance. If she uses 20 HP, she treats lightning immunity as resistance until the end of her turn.
*Lightning Speed.* :: Lightning arcs off of Red's armor. She can sacrifice 10 HP to double her movement speed until end of turn.
### Actions
**Extra Attack.** Red makes four attacks on her turn.
:
***Noachi.*** *Melee Weapon Attack:* +13 to hit, reach 5ft., one target. *Hit* 9 (1d6 + 6) piercing damage plus 10 (3d6) lightning damage.
:
***Longbow.*** *Ranged Weapon Attack:* +13 to hit, range (150/600)ft., one target. *Hit:* 10 (1d8 + 6) piercing damage plus 7 (2d6) lightning damage.
:
***Lightning Blast (3/Day).*** Red unleashes a 30-foot cone of lightning. Each creature in the cone makes a DC 21 Dexterity save, taking 70 (20d6) lightning damage on a failed save or half as much for a success.
:
***Undead Mastery.*** Red attempts to control any undead within 60 feet. Each undead makes a DC 21 Wisdom save or is under her control. She can control up to 20 CR of undead. A controlled creature repeats this save each day at dawn.
### Bonus Actions
***Fighting Spirit (3/Day).*** Red has advantage on attack rolls until the end of the turn and gains 15 temporary hit points.
:
***Pull (Costs 1 Charge).*** Red targets a large or smaller creature within 30 feet. That creature makes a DC 21 Strength save, being pulled up to 30 feet on a failed save.
:
***Push (Costs 1 Charge).*** Red emits a wave of force at a large or smaller creature within 5 feet. It makes a DC 21 Strength save, being pushed up to 30 feet on a failed save.
:
***Second Wind (1/Rest).*** Red and up to three allies within 60 feet regain 25 (1d10 + 20) hit points.
### Reactions
***Repel (Costs 1 Charge).*** When Red is being attacked, she gains +6 to her AC until the end of the turn.
}}
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{{monster,frame,wide
## Hymir, Tragedy of Aurvandr
*Medium undead, Lawful evil*
___
**Armor Class** :: 18 (plate)
**Hit Points** :: 190 (20d8 + 100)
**Speed** :: 30 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|15 (+2)| 8 (-1)|20 (+5)|10 (+0)|22 (+6)|12 (+1)|
___
**Saving Throws** :: Con +11, Wis +12, Cha +7
**Skills** :: History +6, Insight +12, Medicine +12, Religion +6
**Damage Resistances** :: cold, lightning, necrotic
**Damage Immunities** :: poison; bludgeoning, piercing, and slashing from nonmagical damage
**Condition Immunities** :: charmed, exhaustion, frightened, paralyzed, poisoned
**Senses** :: Truesight 300ft., passive Perception 16
**Languages** :: Common, Draconic, Dwarvish, Giant
**Challenge** :: 18 (20,000 XP) {{width:80px}} **Prof** +6
___
**Indominable (3/Day).** Hymir rerolls a failed save.
:
**Rejuvenation.** If he has a phylactery, Hymir gains a new body in 5 (1d10) days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
:
**Harbinger of the Grave.** Creatures within 30 feet of Hymir only regain half as many hit points from spells, potions, and magic items.
:
**Turn Resistance.** Hymir has advantage on saving throws against any effect that turns undead.
:
**Spellcasting.** Hymir is a 17th-level cleric uses Wisdom as his spellcasting modifier (DC 20, +13 to hit). He can cast the following spells:
Cantrips (At will): :: *guidance, mending, spare the dying, toll the dead, word of radiance*
1st Level (4 slots): :: *bane, detect evil and good, faerie fire, guiding bolt, shield of faith, sleep*
2nd Level (3 slots): :: *blindness/deafness, gentle repose, hold person, moonbeam, silence*
3rd Level (3 slots): :: *animate dead, dispel magic, sending, speak with dead, spirit guardians*
4th Level (3 slots): :: *banishment, death ward, freedom of movement, greater invisibility*
5th Level (3 slots): :: *circle of power, greater restoration, insect plague, scrying*
6th Level (2 slots): :: *create undead, harm, sunbeam*
7th Level (2 slots): :: *divine word, regenerate, temple of the gods*
8th Level (1 slot): :: *antimagic field, earthquake*
9th Level (1 slot): :: *gate*
:
**Voyager Staff.** This staff has 10 charges. The staff regains 7 (1d6 + 4) expended charges daily at dawn. While holding it, Hymir can expend 1 or more of the staff's charges to cast one of the following spells from it:
*banishment (4 charges), blink (3 charges), misty step (2 charges), passwall (5 charges), teleport (7 charges)*
### Actions
***Paralyzing Touch.*** *Melee Spell Attack:* +12 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) cold damage. The target must succeed on a DC 20 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.
:
***Bane of Life (3/Day).*** Each creature within 30 feet, other than constructs or undead, make a DC 20 Wisdom save, or be frightened for 1 minute, or until it takes damage. If a creature CR 4 or less fails its save, it drops to 0 hit points.
A frightened creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
### Bonus Actions
***Profane Sermon.*** Each non-undead creature within 30 feet of Hymir makes a DC 20 Constitution saving throw, taking 18 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. Additionally, each undead within 30 feet regains 9 (2d8) hit points.
:
***Steps of Night (6/Day).*** When the cleric is in dim light or darkness, it gains a flying speed equal to its walking speed for 1 minute.
:
***Twilight Sanctuary (1/Rest).*** A sphere of twilight emanates from the cleric. The sphere is centered on it, has a 30-foot radius, and is filled with dim light. The sphere moves with the cleric, and it lasts for 1 minute or until the cleric is incapacitated. The cleric and its allies has half-cover while in the sphere.
Whenever a creature ends its turn in the sphere, the cleric grants that creature either 20 (1d6 + 17) temporary hit points, or end one effect causing it to be charmed or frightened.
}}
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{{monster,frame,wide
## Orion, Guardian of Nothing
*Medium undead, Lawful evil*
___
**Armor Class** :: 17 (natural armor)
**Hit Points** :: 190 (20d8 + 100)
**Speed** :: 30 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
| 8 (-1)|14 (+2)|20 (+5)|20 (+5)|12 (+1)|10 (+0)|
___
**Saving Throws** :: Con +11, Int +11, Wis +7
**Skills** :: Arcana +11, History +11, Investigation +11, Nature +17, Religion +11
**Damage Resistances** :: cold, lightning, necrotic
**Damage Immunities** :: poison; bludgeoning, piercing, and slashing from nonmagical damage
**Condition Immunities** :: charmed, exhaustion, frightened, paralyzed, poisoned
**Senses** :: Truesight 120 ft., passive Perception 11
**Languages** :: Common, Dwarvish, Giant
**Challenge** :: 19 (22,000 XP) {{width:80px}} **Prof** +6
___
**Arcane Ward (1/Day).** When Orion casts an abjuration spell of 1st level or higher, he can create a magical ward on himself that lasts until he finishes a long rest. The ward has 45 hit points. Whenever Orion takes damage, the ward takes it instead. If this damage reduces the ward to 0, Orion takes any remaining damage.
While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever Orion casts an abjuration spell of 1st level or higher, the ward regains hit points equal to twice the level of the spell.
:
**Indominable (3/Day).** Orion rerolls a failed save.
:
**Improved Abjuration.** When Orion casts an abjuration spell that requires him to make an ability check, he has an additional +6 to that check.
:
**Rejuvenation.** If he has a phylactery, Orion gains a new body in 5 (1d10) days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.
:
**Spell Resistance.** Orion has advantage on saving throws against spells and has resistance to damage from spells.
:
**Turn Resistance.** Orion has advantage on saving throws against any effect that turns undead.
:
**Spellcasting.** Orion uses Intelligence as his spellcasting modifier (DC 19, +11 to hit). Spells with (b) next to them are abjuration spells. He can cast the following spells:
Cantrips (At will): :: *dancing lights, frostbite, gust, ray of frost, shocking grasp*
1st Level (4 slots): :: *absorb elements (b), burning hands, feather fall, protection from evil and good (b)*
2nd Level (3 slots): :: *arcane lock (b), knock, maximillian's earthen grasp*
3rd Level (3 slots): :: *glyph of warding (b), intellect fortress (b), life transference*
4th Level (3 slots): :: *banishment (b), elemental bane, ice storm, fabricate*
5th Level (3 slots): :: *bigby's hand, temporal shunt*
6th Level (2 slots): :: *globe of invulnerability (b), investiture of wind, tasha's otherworldly guise*
7th Level (2 slots): :: *draconic transformation, simulacrum*
8th Level (1 slot): :: *dark star, feeblemind*
9th Level (1 slot): :: *gate, meteor swarm*
### Actions
***Paralyzing Touch.*** *Melee Spell Attack:* +11 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) cold damage. The target must succeed on a DC 19 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.
:
***Shatter.*** Orion casts *shatter* without expending a spell slot.
:
***Dispel Magic (1/Rest).*** Orion casts *dispel magic (b)* without expending a spell slot. He can cast it again without resting by expending a spell slot.
### Bonus Actions
***Frightening Gaze.*** Orion fixes his gaze on a creature he can see. The target must succeed on a DC 19 Wisdom save or become frightened for 1 minute. The frightened target repeats the save at the end of its turns. If a target’s save is successful or the effect ends for it, the target is immune to Orion’s gaze for 24 hours.
:
***Disrupt Life.*** Each non-undead creature within 30 feet of Orion must make a DC 19 Constitution save, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a success.
### Reactions
***Counterspell (1/Rest).*** Orion casts *counterspell (b)* without expending a spell slot. He can cast it again without resting by expending a spell slot.
:
***Projected Ward.*** When a creature that Orion can see within 30 feet takes damage, he causes his Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.
:
***Shield.*** Orion casts *shield (b)* without expending a spell slot.
}}
\page
{{note
##### Time to Drop Knowledge
Spellbook. Spells with (r) are ritual spells.
1st Level (4 slots): :: *absorb elements, burning hands, cause fear, charm person, expeditious retreat, feather fall, identify (r), illusory script (r), protection from evil and good, shield, sleep*
2nd Level (3 slots): :: *arcane lock (b), knock, magic mouth (r), maximillian's earthen grasp, shatter*
3rd Level (3 slots): :: *counterspell, dispel magic, glyph of warding (b), intellect fortress, leomund's tiny hut (r), life transference, summon undead*
4th Level (3 slots): :: *banishment, elemental bane, fabricate, ice storm, mordenkainen's private sanctum (b), summon construct*
5th Level (3 slots): :: *bigby's hand, creation, modify memory, temporal shunt*
6th Level (2 slots): :: *globe of invulnerability (b), investiture of ice, investiture of wind, magic jar, tasha's otherworldly guise*
7th Level (2 slots): :: *draconic transformation, mordenkainen's sword, simulacrum, symbol (b), tether essence*
8th Level (1 slot): :: *Abi-Dalzim's horrid wilting, dark star, feeblemind, mind blank*
9th Level (1 slot): :: *astral projection, mass polymorph, meteor swarm, weird*
}}
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{{monster,frame,wide
## Sariss, Inferior Fool
*Medium undead, Lawful evil*
___
**Armor Class** :: 20 (Barrier Tattoo, Animated Shield)
**Hit Points** :: 190 (20d8 + 100)
**Speed** :: 25 ft., fly 50 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|9 (-1)|14 (+2)|20 (+5)|12 (+1)|20 (+5)|12 (+1)|
___
**Saving Throws** :: Con +11, Int +7, Wis +11
**Skills** :: Animal Handling +11, Nature +7, Perception +17, Religion +13, Survival +11
**Damage Resistances** :: cold, lightning, necrotic
**Damage Immunities** :: poison; bludgeoning, piercing, and slashing from nonmagical damage
**Condition Immunities** :: charmed, exhaustion, frightened, paralyzed, poisoned
**Senses** :: Truesight 120 ft., passive Perception 27
**Languages** :: Common, Draconic, Druidic, Elvish, Giantish, Sylvan
**Challenge** :: 20 (25,000 XP)
___
**Indominable (3/Day).** Sariss rerolls a failed save.
:
**Circle of Rot.** Whenever an undead creature is destroyed within 60 feet of Sariss, she regains a number of hit points equal to twice the destroyed creature's CR.
:
**Rejuvenation.** If she has a phylactery, Sariss gains a new body in 5 (1d10) days, regaining all her hit points and becoming active again. The new body appears within 5 feet of the phylactery.
:
**Shapeshifter Barrier Tattoo.** Sariss has 18 AC and can benefit from a shield. This item functions while she is transformed into another creature, and may use it or the new form's AC.
:
**Tattoo of the Wilds.** When Sariss transforms herself or another creature, the CR limit is increased by 3 (included in Undead Wild Shape).
:
**Turn Resistance.** Sariss has advantage on saving throws against any effect that turns undead.
:
**Spellcasting (133 Points/Day).** Sariss is a 20th-level druid that uses Wisdom as her spellcasting modifier (DC 19, +11 to hit). She can cast spells while in Undead Wild Shape. She can cast the following spells without components (unless it has a gold cost):
Cantrip (0): :: *control flames, druidcraft, mending, mold earth*
1st Level (2): :: *absorb elements, detect magic, entangle, faerie fire*
2nd Level (3): :: *earthbind, heat metal, lesser restoration, pass without a trace, spike growth*
3rd Level (5): :: *conjure animals, dispel magic, revivify*
4th Level (6): :: *fire shield, polymorph*
5th Level (7): :: *antilife shell, greater restoration, maelstrom, wall of stone*
6th Level (9, 1/Day): :: *flesh to stone, transport via plants*
7th Level (10, 1/Day): :: *whirlwind, draconic transformation*
8th Level (11, 1/Day): :: *feeblemind, tsunami*
9th Level (13, 1/Day): :: *shapechange*
### Actions
***Decomposing Talon.*** *Melee Spell Attack:* +11 to hit, reach 5 ft., one creature. *Hit:* 28 (8d6) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or be poisoned for 1 minute. While poisoned, it repeats the saving throw at the start of its turns, taking 28 (8d6) necrotic damage on a failed save, or ending the effect on itself on a success.
:
***Rot Absorption.*** Sariss drains life energy from creatures within 30 feet. Each creature that isn't an undead or construct makes a DC 19 Constitution save, or takes 14 (4d6) necrotic damage. Sariss regains hit points equal to half the total damage dealt.
### Bonus Actions
***Animated Shield.*** Sariss activates the shield. It floats around her for 1 minute. She gains the benefit of a shield whether she is holding it or it is floating.
:
***Beast Healing.*** While in Wild Shape, Sariss expends a spell slot to heal herself by 4 (1d8) per spell level.
:
***Blightbringer.*** Sariss radiates a toxic aura. Whenever a creature begins its turn within 30 feet, it takes 18 (4d8) poison damage. The aura remains active until she ends the effect as a bonus action.
:
***Undead Wild Shape.*** Sariss can take the form of a beast or elemental CR (CR/2 + 3) or less for up to 10 hours. These forms are undead instead of their normal type. Her attacks in that form are magical. Sariss can either let her equipment fall to the ground, meld with her new form, or wear it in the new form. She can revert to her true form using a bonus action.
While in a new form, Sariss retains her statistics and ability to speak, but her AC, movement modes, Strength, and Dexterity are replaced by the new form. Additionally, she gains the special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) of the new form.
Additionally, when Sariss hits with a weapon attack in her new form, the target takes an additional 21 (6d6) necrotic damage and must succeed on a DC 19 Constitution save, or become poisoned for 1 minute. While poisoned, it repeats the saving throw at the start of its turns, taking 28 (8d6) necrotic damage on a failed save, or ending the effect on itself on a success.
}}
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{{monster,frame,wide
## Dragon of Forgotten Names
*Gargantuan undead, Lawful evil*
___
**Armor Class** :: 22 (natural armor)
**Hit Points** :: 490 (28d20 + 196)
**Speed** :: 40 ft., climb 40 ft., fly 80 ft. (hover)
___
| STR | DEX | CON | INT | WIS | CHA |
|:------:|:-----:|:------:|:-----:|:-----:|:-----:|
| 28 (+9)|10 (+0)| 25 (+7)|16 (+3)|15 (+2)|24 (+7)|
___
**Saving Throws** :: Dex +7, Con +14, Wis +9, Cha +14
**Skills** :: Arcana +10, Intimidation +21, Perception +9
**Damage Resistances** :: cold, necrotic
**Damage Immunities** :: fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
**Condition Immunities** :: charmed, exhaustion, frightened, paralyzed, poisoned
**Senses** :: blindsight 60ft., truesight 120ft., passive Perception 24
**Languages** :: Draconic
**Challenge** :: 28 (120,000 XP) {{width:80px}} **Proficiency** +8
___
**Indominable (3/Day).** If the Dragon fails a saving throw, it can reroll it.
:
**Rejuvenation.** If the Dragon's phylactery is touching the corpse of a true dragon, it will take over the corpse. After 13 (2d12) days, it regains its dracolich form.
:
**The Ritual of Raega The Mad.** The Dragon has advantage on Perception checks and on saving throws against being blinded, deafened, and stunned.
Each head rolls for its breath weapon recharge, can concentrate on a spell, use a reaction, bonus action, and an action for its own abilities.
### Korbrimvar (Red Dragon) Actions
***Fire Breath (Recharge 5-6).*** The right head of the Dragon exhales fire in a 90-foot cone. Each creature in that area makes a DC 22 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much on a success.
:
***Putrefying Breath (Recharge 5-6).*** The right head of the Dragon exhales necrotic energy in a 150 foot cone. Each non-undead creature in that cone makes a DC 22 Constitution save, taking 26 (4d12) necrotic damage and is stunned on a failed save or half as much and not stunned on a success. If a creature dies this way, it raises as a zombie.
:
***Innate Spellcasting.*** Korbrimvar's spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells at 9th level, requiring no material components:
1/day each: :: *ashardalon's stride, circle of death, disintegrate, incendiary cloud, power word pain, meteor swarm, scorching ray*
### Vezzaryn (Blue Dragon) Actions
***Lightning Breath (Recharge 5-6).*** The left head of the Dragon exhales lightning in a 10-foot wide, 120-foot line. Each creature in that line must make a DC 22 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much on a success.
:
***Putrefying Breath (Recharge 5-6).*** The left head of the Dragon uses Putrefying Breath.
:
***Innate Spellcasting.*** Vezzaryn's spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells at 9th level, requiring no material components:
1/day each: :: *chain lightning, circle of death, counterspell, gate, power word stun, storm sphere, teleport*
### Actions
**Multiattack.** If both heads use their action to multiattack, they can use dracolich's presence, then make two different bites, two paralyzing claw attacks, and a tail attack.
:
***Dracolich's Presence.*** Each creature of Ulventar's choice within 120 feet must make a DC 22 Wisdom save. On a failed save, the creature is charmed if it is undead or frightened if it isn't. A non-undead creature repeats the save at the end its turns. If the effect ends for it, the creature is immune to this ability for 24 hours.
:
***Bite.*** *Melee Weapon Attack:* +16 to hit, reach 15 ft., one target. *Hit:* 30 (4d10 + 9) piercing damage plus either 10 (3d6) fire, or 11 (2d10) lightning damage depending on which head bites.
:
***Paralyzing Claw.*** *Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:* 23 (4d6 + 9) slashing damage plus 7 (2d6) necrotic damage. On a hit, the target makes a DC 22 Constitution save or is paralyzed for 1 minute. The target can retry the save at the end of its turns.
:
***Tail.*** *Melee Weapon Attack:* +16 to hit, reach 20 ft., one target. *Hit:* 27 (4d8 + 9) bludgeoning damage.
### Reactions
***Wing Attack.*** When the Dragon is hit, it blows back creatures within 10 feet with its wings. Each creature must succeed a DC 24 Dexterity save or take 23 (4d6 + 9) bludgeoning damage and be knocked prone.
}}
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{{wide,monster,frame
## Thanatos, Scion of Ulventar
*Huge undead (balor), chaotic Evil*
___
**Armor Class** :: 19 (natural armor)
**Hit Points** :: 324 (24d12 + 168)
**Speed** :: 40 ft., fly 80 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|26 (+8)|15 (+2)|24 (+7)|20 (+5)|16 (+3)|22 (+6)|
___
**Saving Throws** :: Str +15, Con +16, Wis +10, Cha +13
**Damage Resistances** :: cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities** :: fire, necrotic, poison
**Condition Immunities** :: charmed, exhaustion, frightened, poisoned
**Senses** :: truesight 120 ft., passive Perception 13
**Languages** :: Abyssal, telepathy 120 ft.
**Challenge** :: 24 (62,000 XP) {{width:80px}} **Proficiency** +7
___
**Life-Draining Aura.** Thanatos is surrounded by a 15-foot-aura of evil spirits. When a creature enters the area for the first time on a turn or starts their turn there, it takes 10 (3d6) necrotic damage and Thanatos regains that many hit points. This feature has no effect against constructs or undead.
:
**Magic Resistance.** Thanatos has advantage on saving throws against spells and other magical effects.
:
**Magic Weapons.** Thanatos’s attacks are magical.
:
**Innate Spellcasting.** Thanatos's spellcasting ability is Charisma (DC 21). It can innately cast the following spells, requiring no material components:
At will: :: *detect evil and good, detect magic, dispel magic, soul cage, spirit shroud (necrotic or cold)*
3/day each: :: *circle of death, create undead (up to 9th level), finger of death, fire storm*
1/day each: :: *circle of power, power word: kill*
### Actions
**Multiattack.** Thanatos makes four attacks: one with its Bite, two with its Falchion, and one with its Tail.
:
***Bite.*** *Melee Weapon Attack:* +15 to hit, reach 5ft., one target. *Hit:* 24 (3d10 + 8) piercing damage plus 10 (3d6) fire damage. On a hit, the target makes a DC 21 Wisdom save or is cursed. While cursed, all creatures have advantage when attacking the target.
:
***Falchion.*** *Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 21 (3d8 + 8) slashing damage plus 13 (3d8) cold damage. If Thanatos scores a critical hit, it rolls damage dice three times, instead of twice.
:
***Tail.*** *Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 21 (3d8 + 8) piercing damage plus 13 (3d8) necrotic damage, and the target must succeed on a DC 21 Constitution save or be paralyzed for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success.
:
***Burning Rebirth (Recharge 5-6).*** Thanatos opens its middle eye, releasing a beam of fire before closing it again. Each creature in a 5-foot-wide, 90 foot long line must succeed a DC 21 Dexterity save, taking 91 (26d6) fire damage on a failed save, or half on a success. Flammable objects in that area ignite and a creature that dies this way becomes a Smokeplume Zombie (Tome of Beasts III, pg 400) under Thanatos's control.
:
***Teleport.*** Thanatos magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
### Bonus Actions
***Control Undead.*** Thanatos chooses up to 10 undead creatures it can see. Each of those creatures make a DC 21 Charisma saving throw or be under Thanatos's control.
:
***Rise.*** Thanatos can choose up to three corpses within 30 feet of it. The chosen creatures are raised as zombies under Thanatos's control.
### Reactions
***Reactive Teleport (2/Day).*** When a creature Thanatos can see targets it with an attack, Thanatos can use teleport.
}}
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::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
{{monster,frame,wide
## Thandil, Death Knight
*Medium undead, Lawful evil*
___
**Armor Class** :: 18 (plate)
**Hit Points** :: 209 (22d8 + 110)
**Speed** :: 30 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|20 (+5)|11 (+0)|20 (+5)|12 (+1)|16 (+3)|18 (+4)|
___
**Saving Throws** :: Dex +6, Wis +9, Cha +10
**Skills** :: Insight +9, Persuasion +10, Medicine +9, Religion +7
**Damage Resistances** :: bludgeoning, piercing, and slashing damage from nonmagical weapons
**Damage Immunities** :: necrotic, poison
**Condition Immunities** :: exhaustion, frightened, poisoned
**Senses** :: darkvision 120 ft., passive Perception 13
**Languages** :: Common, Draconic
**Challenge** :: 17 (18,000 XP) {{width:80px}} **Proficiency** +6
___
**Aura of Hate** Thandil, and undead within 30 feet of him, have +5 to melee damage (included).
:
**Aura of Protection** Thandil and allies within 30 feet of him have +5 to saving throws.
:
**Charging Blade.** Thandil's Charging Blade is a +1, rare, cursed greatsword. If he moves 10 feet in a straight line and then hits with the blade, it deals an additional 9 (2d8) damage and the target must succeed a DC 19 Strength save or be knocked prone.
Thandil cannot willingly deattune from the blade. While attuned, he has large demonic horns, and must obey his creator as if affected by *geas*.
:
**Spellcasting.** Thandil is a 19th-level spellcaster. His spellcasting ability is Charisma (DC 18, +10 to hit). He has the following spells prepared:
1st (4 slots): :: *command, hellish rebuke, searing smite*
2nd (3 slots): :: *branding smite, heat metal*
3rd (3 slots): :: *blinding smite, dispel magic*
4th (3 slots): :: *freedom of movement, staggering smite*
5th (2 slots): :: *cloudkill*
### Actions
**Multiattack.** Thandil makes three greatsword attacks.
:
***Charging Blade.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 18 (2d6 + 11) slashing plus 18 (4d8) necrotic damage.
:
***Hellfire Orb (1/Day).*** Thandil hurls a magical ball of fire that explodes at a point he can see within 120 feet. Each creature in a 20-foot-radius centered on that point makes a DC 18 Dexterity save. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much on a successful one.
### Reactions
***Parry.*** Thandil uses a melee weapon to adds 6 to his AC against one melee attack that would hit him.
:
***Spell Reflection (3/Day)*** If Thandil succeeds a saving throw against a spell, or if a spell attack misses him, Thandil chooses a creature he can see within 30 feet. The spell targets the chosen creature instead. If the spell forced a saving throw, the creature must make the save. If the spell was an attack, the attack is rerolled against the chosen creature.
}}
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{{monster,frame,wide
## Bjor, Death Knight
*Medium undead, Lawful evil*
___
**Armor Class** :: 20 (plate, shield)
**Hit Points** :: 209 (22d8 + 110)
**Speed** :: 30 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|20 (+5)| 8 (-1)|20 (+5)|12 (+1)|16 (+4)|20 (+5)|
___
**Saving Throws** :: Str +11, Wis +10, Cha +10
**Skills** :: Athletics +8, Insight +10, Intimidation +8, Persuasion +8
**Damage Resistances** :: fire; bludgeoning, piercing, and slashing damage from nonmagical weapons
**Damage Immunities** :: necrotic, poison
**Condition Immunities** :: exhaustion, frightened, poisoned
**Senses** :: darkvision 120 ft., passive Perception 14
**Languages** :: Common
**Challenge** :: 17 (18,000 XP) {{width:80px}} **Proficiency** +6
___
**Aura of Hate** Bjor, and undead within 30 feet of him, have +5 to melee damage (included).
:
**Aura of Protection** Bjor and allies within 30 feet of him have +5 to saving throws.
:
**Shield Master.** Bjor has +2 to any Dexterity save he makes against any effect that targets only him.
:
**Demon Blade.** Bjor's Demon Blade is a +1, rare, cursed longsword. He gains fire resistance while attuned.
Bjor cannot willingly deattune from the blade. While attuned, he has red fur coating his body, and must obey his creator as if affected by *geas*.
:
**Spellcasting.** Bjor is a 19th-level spellcaster. His spellcasting ability is Charisma (DC 19, +11 to hit). He has the following spells prepared:
1st (4 slots): :: *armor of agathys, command, protection from evil and good*
2nd (3 slots): :: *hold person, mirror image*
3rd (3 slots): :: *dispel magic, spirit shroud (not radiant)*
4th (3 slots): :: *banishment, fire shield*
5th (2 slots): :: *circle of power*
### Actions
**Multiattack.** Bjor makes two longsword attacks.
:
***Demon Blade.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 15 (1d8 + 11) slashing damage plus 18 (4d8) necrotic damage.
:
***Hellfire Orb (1/Day).*** Bjor hurls a magical ball of fire that explodes at a point he can see within 120 feet. Each creature in a 20-foot-radius centered on that point makes a DC 19 Dexterity save. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much on a successful one.
### Bonus Actions
***Shield Bash.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 12 (1d4 + 10) bludgeoning damage. On a hit, the creature makes a DC 19 Strength Save, falling prone on a failed save.
### Reactions
***Block.*** If Bjor succeeds on a Dexterity save to take only half damage, he instead takes no damage if he succeeds.
:
***Parry.*** Bjor uses a melee weapon to adds 6 to his AC against one melee attack that would hit him.
:
***Spell Reflection (3/Day)*** If Bjor succeeds a saving throw against a spell, or if a spell attack misses him, Bjor chooses a creature he can see within 30 feet. The spell targets the chosen creature instead. If the spell forced a saving throw, the creature must make the save. If the spell was an attack, the attack is rerolled against the chosen creature.
}}
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{{monster,frame,wide
## Indre, Storm Giant Wight
*Huge undead (storm giant), Chaotic evil*
___
**Armor Class** :: 20 (plate, shield)
**Hit Points** :: 275 (22d12 + 132)
**Speed** :: 50 ft., swim 50 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|29 (+9)|14 (+2)|22 (+6)|17 (+3)|18 (+4)|20 (+5)|
___
**Saving Throws** :: Str +15, Con +12, Wis +10, Cha +11
**Skills** :: Arcana +9, Athletics +15, History +9, Perception +10
**Damage Resistances** :: cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
**Damage Immunities** :: lightning, poison, thunder
**Condition Immunities** :: exhaustion, poisoned
**Senses** :: darkvision 60ft., passive Perception 20
**Languages** :: Giant
**Challenge** :: 18 (20,000 XP) {{width:80px}} **Proficiency** +6
___
**Heart of the Storm.** Whenever Indre casts a spell that deals lightning or thunder damage, a stormy aura surrounds her. In addition to the spell’s effects, creatures of her choice within 10 feet of it take either 14 (4d6) lightning or thunder damage.
:
**Sunlight Sensitivity.** While in sunlight, Indre has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
:
**Sorcery Points (13 Points/Day).** Indre can spend sorcery points to gain one of the following benefits:
*Heightened Spell (Costs 3 points):* :: When Indre casts a spell that forces a creature to make a saving throw, she gives one target of the spell disadvantage on its first save against the spell.
*Quickened Spell (Costs 2 points):* :: Indre casts a spell that has a casting time of 1 action as a bonus action.
*Subtle Spell (Costs 1 point):* :: Indre casts a spell without any somatic or verbal components.
:
**Innate Spellcasting.** Indre casts one of the following spells using Charisma as her spellcasting modifier (DC 19, +11 to hit):
At will: :: *detect magic, feather fall, friends, levitate, light, mage hand, minor illusion*
2/day each: :: *control weather (as an action), lightning bolt, thunderwave, water breathing*
1/day each: :: *chain lightning, control winds, whirlwind*
### Actions
**Multiattack.** Indre makes two Longsword attacks. She can use Life Drain in place of a Longsword attack.
:
***Longsword.*** *Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 22 (3d8 + 9) slashing plus 13 (3d8) lightning damage.
:
***Life Drain.*** *Melee Weapon Attack:* +15 to hit, reach 10 ft., one creature. *Hit:* 19 (3d6 + 9) necrotic plus 13 (3d8) lightning damage. The target must succeed on a DC 19 Constitution saving throw or its hit point maximum is reduced by the damage taken until it finished a long rest. The target dies if this effect reduces its hit point maximum to 0.
A creature slain by this attack rises 24 hours later as a zombie under Indre's control. Indre can have no more than twelve zombies under her control at one time.
:
***Rock.*** *Ranged Weapon Attack:* +15 to hit, range 60/240 ft., one target. *Hit:* 25 (3d10 + 9) bludgeoning plus 10 (3d6) thunder damage.
:
***Lightning Strike (Recharge 5–6).*** Indre hurls a magical lightning bolt at a point she can see within 500 feet. Each creature
within 10 feet of that point makes a DC 19 Dexterity saving throw, taking 72 (16d8) lightning damage on a failed save, or half as much damage on a successful one.
### Bonus Actions
***Thundering Smite (3/Day).*** When Indre hits a creature with a weapon attack, it deals 18 (4d8) thunder damage to the target and the target must succeed on a DC 19 Constitution saving throw or be stunned for 1 minute. A stunned creature can repeat the save at the end of each of its turns, ending the effect on a success.
}}
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\page
{{monster,frame
## Volnan, Fire Giant Wight
*Huge undead (fire giant), Lawful evil*
___
**Armor Class** :: 18 (plate)
**Hit Points** :: 200 (16d12 + 96)
**Speed** :: 40 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|26 (+8)| 9 (-1)|23 (+6)|10 (+0)|16 (+3)|14 (+2)|
___
**Saving Throws** :: Con +11, Wis +8, Cha +7
**Skills** :: Athletics +13, Intimidation +7, Perception +8
**Damage Resistances** :: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
**Damage Immunities** :: fire, poison
**Condition Immunities** :: exhaustion, poisoned
**Senses** :: darkvision 60ft., passive Perception 16
**Languages** :: Giant
**Challenge** :: 16 (15,000 XP) {{width:80px}} **Proficiency** +5
___
**Heated Body.** A creature that touches Volnan or hits him with a melee attack while within 5 feet takes 5 (1d10) fire damage.
:
**Indomitable (2/Day).** Volnan rerolls a failed saving throw.
:
**Sunlight Sensitivity.** While in sunlight, Volnan has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
:
**Innate Spellcasting.** Volnan casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (DC 16):
2/day each: :: *dispel magic, fireball, shield*
1/day each: :: *conjure elemental (fire), wall of fire*
### Actions
**Multiattack.** Volnan makes two Greatsword attacks. He can use Life Drain in place of a Greatsword attack.
:
***Greatsword.*** *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 29 (6d6 + 8) slashing plus 10 (3d6) fire damage.
:
***Life Drain.*** *Melee Weapon Attack:* +13 to hit, reach 10 ft., one creature. *Hit:* 18 (3d6 + 8) necrotic plus 10 (3d6) fire damage. The target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by the damage taken until it finished a long rest. The target dies if this effect reduces its hit point maximum to 0.
A creature slain by this attack rises 24 hours later as a zombie under Volnan's control. Volnan can have no more than twelve zombies under his control at one time.
:
***Rock.*** *Ranged Weapon Attack:* +13 to hit, range 60/240 ft., one target. *Hit:* 24 (3d10 + 8) bludgeoning plus 10 (3d6) fire damage.
}}
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{{monster,frame,wide
## Nizrana, Cloud Giant Wight
*Huge undead (cloud giant), Neutral evil*
___
**Armor Class** :: 14 (natural armor)
**Hit Points** :: 237 (19d12 + 114)
**Speed** :: 40 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|27 (+8)|10 (+0)|22 (+6)|12 (+1)|16 (+3)|18 (+4)|
___
**Saving Throws** :: Con +11, Wis +8, Cha +9
**Skills** :: Insight +8, Perception +8
**Damage Resistances** :: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
**Damage Immunities** :: poison
**Condition Immunities** :: exhaustion, poisoned
**Senses** :: darkvision 60ft., passive Perception 18
**Languages** :: Common, Giant
**Challenge** :: 13 (10,000 XP) {{width:80px}} **Proficiency** +5
___
**Keen Smell.** Nizrana has advantage on Wisdom (Perception) checks that rely on smell.
:
**Sunlight Sensitivity.** While in sunlight, Nizrana has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
:
**Sorcery Points (13 Points/Day).** Nizrana can spend sorcery points to gain one of the following benefits:
*Heightened Spell (Costs 3 points):* :: When Nizrana casts a spell that forces a creature to make a saving throw, she gives one target of the spell disadvantage on its first save against the spell.
*Quickened Spell (Costs 2 points):* :: Nizrana casts a spell that has a casting time of 1 action as a bonus action.
*Subtle Spell (Costs 1 point):* :: Nizrana casts a spell without any somatic or verbal components.
:
**Spellcasting.** Nizrana casts one of the following spells using Charisma as the spellcasting modifier (DC 17, +9 to hit):
At will: :: *detect magic, fire bolt (4d10), fog cloud, friends, light, mage hand, minor illusion*
3/day each: :: *fireball, fly, greater invisibility, mirror image, telekinesis*
1/day each: :: *cone of cold, control weather (as an action), dominate person, gaseous form, prismatic spray*
### Actions
**Multiattack.** Nizrana makes two Quarterstaff attacks. She can use Life Drain in place of a Quarterstaff attack.
:
***Quarterstaff.*** *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 18 (3d6 + 8) bludgeoning or 21 (3d8 + 8) bludgeoning damage if used with two hands.
:
***Life Drain.*** *Melee Weapon Attack:* +13 to hit, reach 10 ft., one creature. *Hit:* 18 (3d6 + 8) necrotic damage. The target must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by the damage taken until it finished a long rest. The target dies if this effect reduces its hit point maximum to 0.
A creature slain by this attack rises 24 hours later as a zombie under Nizrana's control. Nizrana can have no more than twelve zombies under her control at one time.
:
***Forked Lightning (Recharge 5–6).*** Nizrana unleashes arcs of magical lightning at up to three creatures she can see within 60 feet. Each target must make a DC 17 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.
### Bonus Actions
***Misty Step (3/Day).*** Nizrana casts *misty step*.
### Reactions
***Featherfall (3/Day).*** Nizrana casts *feather fall*.
}}
\page
\page
{{monster,frame,wide
## Gisli, Wight Banneret
*Medium undead, Lawful evil*
___
**Armor Class** :: 20 (plate, shield)
**Hit Points** :: 218 (23d8 + 95)
**Speed** :: 30 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|20 (+5)|10 (+0)|20 (+5)|10 (+0)|12 (+1)|14 (+2)|
___
**Saving Throws** :: Str +10, Dex +5, Con +10
**Skills** :: Athletics +10, History +5, Intimidation +7, Performance +7, Persuasion +12, Religion +5
**Damage Resistances** :: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
**Damage Immunities** :: poison
**Condition Immunities** :: exhaustion, poisoned
**Senses** :: darkvision 60ft., passive Perception 11
**Languages** :: Common, Dwarvish, Giant
**Challenge** :: 15 (13,000 XP) {{width:80px}} **Proficiency** +5
___
**Dueling.** Gisli deals an additional +2 damage to one handed weapons (included).
:
**Heavy Armor Master.** Gisli reduces bludgeoning, piercing, and slashing damage he takes by 3.
:
**Shield Master.** Gisli has +2 to any Dexterity save he makes against any effect that targets only him.
:
**Sunlight Sensitivity.** While in sunlight, Gisli has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
:
**Bulwark (3/Day).** Gisli rerolls a failed save. If he rerolls an Intelligence, Wisdom, or Charisma save, he can choose an ally within 60 feet that also failed its save for the same effect. That creature can also reroll its failed save.
:
**Inspiring Surge (2/Rest, 1/Turn).** On Gisli's turn, he can take an additional action. He can also choose up to two creatures within 60 feet. Those creatures can make a weapon attack with its reaction, provided that it can see or hear him.
### Actions
**Extra Attack.** Gisli makes three attacks. He can use Life Drain in place of an attack.
:
***Longsword.*** *Melee Weapon Attack:* +10 to hit, reach 5ft., one target. *Hit:* 11 (1d8 + 7) slashing damage.
:
***Life Drain.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one creature. *Hit:* 8 (1d6 + 5) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or its hit point maximum is reduced by the damage taken until it finished a long rest. The target dies if this effect reduces its hit point maximum to 0.
A creature slain by this attack rises 24 hours later as a zombie under Gisli's control. He can have no more than twelve zombies under his control at one time.
:
***Longbow.*** *Ranged Weapon Attack:* +6 to hit, range 150/600 ft., one target. *Hit:* 4 (1d8) piercing damage.
### Bonus Actions
***Rallying Cry (1/Rest).*** Gisli regains 24 (1d10 + 19) hit points and he can choose up to three creatures within 60 feet. Each one also regains 19 hit points, provided that the creature can see or hear him.
:
***Shield Bash.*** Gisli shoves a creature.
### Reactions
***Block.*** If Gisli succeeds on a Dexterity save to take only half damage, he instead takes no damage if he succeeds.
}}
\page
{{monster,frame,wide
## Julian, Wight Banneret
*Medium undead, Lawful evil*
___
**Armor Class** :: 19 (plate, defense)
**Hit Points** :: 187 (22d8 + 88)
**Speed** :: 30 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|20 (+5)|10 (+0)|18 (+4)|10 (+0)|12 (+1)|14 (+2)|
___
**Saving Throws** :: Str +11, Con +11
**Skills** :: Athletics +11, Insight +7, Intimidation +8, Persuasion +14, Survival +7
**Damage Resistances** :: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
**Damage Immunities** :: poison
**Condition Immunities** :: exhaustion, poisoned
**Senses** :: darkvision 60ft., passive Perception 11
**Languages** :: Common, Giant
**Challenge** :: 15 (13,000 XP) {{width:80px}} **Proficiency** +5
___
**Defense.** Julian has an additional +1 AC while wearing armor (included).
:
**Great Weapon Master.** Julian can have -5 to a two handed melee attack to deal +10 damage.
:
**Sentinel.** When Julian hits a creature with an opportunity attack, that creature's speed becomes 0 until the turn ends. Creatures provoke opportunity attacks from Julian even if they take the Disengage action.
:
**Sunlight Sensitivity.** While in sunlight, Julian has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
:
**Bulwark (3/Day).** Julian rerolls a failed save. If he rerolls an Intelligence, Wisdom, or Charisma save, he can choose an ally within 60 feet that also failed its save for the same effect. That creature can also reroll its failed save.
:
**Inspiring Surge (2/Rest, 1/Turn).** On Julian's turn, he can take an additional action. He can also choose up to two creatures within 60 feet. Those creatures can make a weapon attack with its reaction, provided that it can see or hear him.
### Actions
**Extra Attack.** Julian makes three attacks. He can use Life Drain in place of an attack.
:
***Halberd.*** *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 10 (1d10 + 5) slashing damage.
:
***Life Drain.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one creature. *Hit:* 8 (1d6 + 5) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or its hit point maximum is reduced by the damage taken until it finished a long rest. The target dies if this effect reduces its hit point maximum to 0.
A creature slain by this attack rises 24 hours later as a zombie under Julian's control. He can have no more than twelve zombies under his control at one time.
:
***Longbow.*** *Ranged Weapon Attack:* +6 to hit, range 150/600 ft., one target. *Hit:* 4 (1d8) piercing damage.
### Bonus Actions
***Polearm Attack.*** *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 7 (1d4 + 5) bludgeoning damage.
:
***Rallying Cry (1/Rest).*** Julian regains 23 (1d10 + 18) hit points and he can choose up to three creatures within 60 feet. Each one also regains 19 hit points, provided that the creature can see or hear him.
### Reactions
***Polarm Master.*** When a creature enters Julian's reach, he can make an opportunity attack.
:
***Rebuke.*** When a creature makes an attack against a target other than Julian, he can make a melee weapon attack against the attacking creature.
}}
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{{monster,frame,wide
## Grimar, Wight Cavalier
*Medium undead, Neutral evil*
___
**Armor Class** :: 21 (plate, shield, defense)
**Hit Points** :: 190 (20d8 + 100)
**Speed** :: 30 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|20 (+5)|14 (+2)|20 (+5)|10 (+0)|13 (+1)| 8 (-1)|
___
**Saving Throws** :: Str +10, Con +10, Wis +6
**Skills** :: Acrobatics +7, Animal Handling +6, Athletics +10, Survival +6
**Damage Resistances** :: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
**Damage Immunities** :: poison
**Condition Immunities** :: exhaustion, poisoned
**Senses** :: darkvision 60ft., passive Perception 11
**Languages** :: Common, Draconic, Giant
**Challenge** :: 14 (11,500 XP) {{width:80px}} **Proficiency** +5
___
**Born to the Saddle.** Grimar has advantage on saves made to avoid falling off his mount. If he falls off of his mount and falls 10 or less feet, he lands on his feet.
Mounting or dismounting a creature costs Grimar only 5 feet of movement.
:
**Defense.** Grimar has an additional +1 AC while wearing armor (included).
:
**Mounted Combatant.** Grimar has advantage on melee attack rolls against unmounted creatures that are smaller than his mount. Grimar can force an attack targeted at his mount to target him instead.
If Grimar's mount makes a Dexterity save to take only half damage, it instead takes no damage on a success, and only half on a failed save.
:
**Unwavering Mark.** When Grimar hits a creature with a melee weapon, he can mark the creature until the end of his next turn. While the marked creature is within 5 feet, it has disadvantage on attack rolls that don't target Grimar.
:
**Wyvern Mount.** Grimar uses a zombie wyvern as a mount.
:
**Sunlight Sensitivity.** While in sunlight, Grimar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
:
**Action Surge (2/Rest, 1/Turn).** Grimar takes an additional action.
:
**Indominable (3/Day).** Grimar rerolls a failed save.
:
**Ferocious Charger (1/Turn).** If Grimar moves at least 10 feet in a straight line before attacking a creature and hits it with the attack, that target makes a DC 18 Strength save or is knocked prone.
:
### Actions
**Extra Attack.** Grimar makes three attacks. He can use Life Drain in place of an attack.
:
***Lance.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 11 (1d12 + 5) piercing damage.
:
***Life Drain.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one creature. *Hit:* 8 (1d6 + 5) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or its hit point maximum is reduced by the damage taken until it finished a long rest. The target dies if this effect reduces its hit point maximum to 0.
A creature slain by this attack rises 24 hours later as a zombie under Grimar's control. He can have no more than twelve zombies under his control at one time.
:
***Warhammer.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 9 (1d8 + 5) bludgeoning damage.
:
***Longbow.*** *Ranged Weapon Attack:* +7 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.
### Bonus Actions
***Marked Strike (5/Day).*** If a marked creature deals damage to anyone other than Grimar, he makes a melee attack against the marked creature. This attack has advantage and deals +8 damage.
:
***Second Wind (1/Rest).*** Grimar regains 22 (1d10 + 17) hit points.
### Reactions
***Hold the Line.*** Grimar makes an opportunity attack if a creature moves at least 5 feet while in his reach. On a hit, the target's speed is 0 for the turn.
:
***Warding Maneuver (5/Day).*** If Grimar or a creature within 5 feet of him is hit by an attack, Grimar adds 4 (1d8) to the creature's AC. That creature also gains resistance to the attack's damage.
}}
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{{monster,frame,wide
## Irena, Wight of the Elements
*Medium undead, neutral Evil*
___
**Armor Class** :: 20 (unarmored defense)
**Hit Points** :: 143 (22d8 + 44)
**Speed** :: 70 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|12 (+1)|20 (+5)|14 (+2)|10 (+0)|20 (+5)| 8 (-1)|
___
**Saving Throws** :: Str +6, Dex +10, Con +7, Int +5, Wis +10, Cha +4
**Skills** :: Acrobatics +10, Athletics +6, Insight +10, Religion +5, Stealth +10
**Damage Resistances** :: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
**Damage Immunities** :: poison
**Condition Immunities** :: charmed, frightened, exhaustion, poisoned
**Senses** :: darkvision 60ft., passive Perception 15
**Languages** :: All
**Challenge** :: 16 (15,000 XP) {{width:80px}} **Proficiency** +5
___
**Evasion.** When Irena makes a Dexterity save to take half damage, she instead takes no damage if he succeeds the save, and only half on a failed save.
:
**Ki-Empowered Strikes.** Irena's unarmed strikes count as magical.
:
**Mobile.** Irena ignores difficult terrain when she dashes and doesn't provoke opportunity attacks from creatures she attacked this turn.
:
**Monk Stride.** Irena can move along vertical surfaces and across liquids without falling during the move.
:
**Sunlight Sensitivity.** While in sunlight, Irena has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
:
**Ki (20 points/Rest).** Irena can spend ki points for various ki features. She can use these points for ki abilities.
:
**Diamond Soul (Costs 1 Ki).** Irena rerolls a failed save.
:
**Focused Aim (Costs 1-3 Ki).** When Irena misses an attack, she can spend up to 3 ki points to increase the attack roll by 2 for each point.
:
**Stunning Strike (Costs 1 Ki).** When Irena hits another creature with a melee attack, the target must succeed on a DC 18 Constitution save or be stunned until the end of Irena's next turn.
### Actions
**Extra Attack.** Irena makes two attacks. She can use Life Drain in place of an attack.
:
***Unarmed Strike.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 10 (1d10 + 5) bludgeoning damage.
:
***Life Drain.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one creature. *Hit:* 8 (1d6 + 5) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by the damage taken until it finished a long rest. The target dies if this effect reduces its hit point maximum to 0.
A creature slain by this attack rises 24 hours later as a zombie under Irena's control. She can have no more than twelve zombies under her control at one time.
:
***Throw (Costs 1 Ki).*** *Ranged Weapon Attack:* +10 to hit, range 20/60 ft., one target. *Hit:* 7 (1d4 + 5) piercing damage.
:
***Empty Body (Costs 5 Ki).*** Irena becomes invisible for 1 minute. During that time, it has resistance to all but force damage.
:
***Flames of the Phoenix (Costs 4-6 Ki).*** Irena casts *Fireball* (DC 18). It is upcasted by 1 level for each additional point spent.
:
***Ride the Wind (Costs 4 Ki).*** Irena casts *Fly*, targeting itself.
:
***Water Whip (Costs 2 or more Ki).*** Irena creates a whip of water that shoves and pulls. A creature that she can see within 30 feet makes a DC 19 Dexterity save. On a failed save, the creature takes 16 (3d10) bludgeoning damage, plus an extra 5 (1d10) bludgeoning damage for each additional ki point spent, and Irena can either knock it prone or pull it up to 25 feet. On a successful save, the creature takes half as much damage and isn't pulled or knocked prone.
:
***Wave of Rolling Earth (Costs 6 Ki).*** Irena casts *Wall of Stone*.
### Bonus Actions
***Unarmed Strike.*** Irena makes an unarmed strike.
:
***Flurry of Blows (Costs 1 Ki).*** If Irena attacked this turn, she makes two unarmed strikes.
:
***Patient Defense (Costs 1 Ki).*** Irena takes the Dodge action.
:
***Step of the Wind (Costs 1 Ki).*** Irena takes the Disengage or Dash action, and her jump distance is doubled for the turn.
### Reactions
***Deflect Missiles.*** When Irena is hit by a ranged weapon attack, she reduces the damage from the attack by 30 (1d10 + 25). If the damage is reduced to 0, Irena can catch the missile if she can hold it in one hand and has a free hand. If caught, Irena can make a throw attack.
:
***Slow Fall.*** When Irena falls, she reduces any falling damage by 100.
}}
\page
{{monster,frame,wide
## Syrus, Wight of Shadows
*Medium undead, Neutral evil*
___
**Armor Class** :: 20 (unarmored defense)
**Hit Points** :: 143 (22d8 + 44)
**Speed** :: 70 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
| 8 (-1)|20 (+5)|14 (+2)|10 (+0)|20 (+5)|12 (+1)|
___
**Saving Throws** :: Str +4, Dex +10, Con +7, Int +5, Wis +10, Cha +6
**Skills** :: Acrobatics +10, Athletics +4, Investigation +5, Stealth +10, Survival +10
**Damage Resistances** :: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
**Damage Immunities** :: poison
**Condition Immunities** :: charmed, exhaustion, frightened, poisoned
**Senses** :: darkvision 60ft., passive Perception 15
**Languages** :: All
**Challenge** :: 15 (13,000 XP) {{width:80px}} **Proficiency** +5
___
**Evasion.** When Syrus makes a Dexterity save to take half damage, he instead takes no damage on a successful save, and only half on a failed save.
:
**Ki-Empowered Strikes.** Syrus's unarmed strikes count as magical.
:
**Mobile.** Syrus ignores difficult terrain when he dashes and doesn't provoke opportunity attacks from creatures he attacked this turn.
:
**Monk Stride.** Syrus can move along vertical surfaces and across liquids without falling during the move.
:
**Sunlight Sensitivity.** While in sunlight, Syrus has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
:
**Ki (17 points/Rest).** Syrus can spend ki points for various ki features.
:
**Diamond Soul (Costs 1 Ki).** Syrus rerolls a failed save.
:
**Focused Aim (Costs 1-3 Ki).** When Syrus misses with an attack roll, he can increase the attack roll by 2 for each point spent.
:
**Stunning Strike (Costs 1 Ki).** When Syrus hits another creature with a melee attack, the target must succeed on a DC 18 Constitution save or be stunned until the end of Syrus's next turn.
### Actions
**Extra Attack.** Syrus makes two attacks.
:
***Unarmed Strike.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 10 (1d10 + 5) bludgeoning damage.
:
***Life Drain.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one creature. *Hit:* 8 (1d6 + 5) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by the damage taken until it finished a long rest. The target dies if this effect reduces its hit point maximum to 0.
A creature slain by this attack rises 24 hours later as a zombie under Syrus's control. He can have no more than twelve zombies under his control at one time.
:
***Throw (Costs 1 Ki).*** *Ranged Weapon Attack:* +10 to hit, range 20/60 ft., one target. *Hit:* 7 (1d4 + 5) piercing damage.
:
***Empty Body (Costs 5 Ki).*** Syrus becomes invisible for 1 minute. During that time, he also has resistance to all but force damage.
:
***Shadow Arts (Costs 2 Ki).*** Syrus cast darkness, darkvision, pass without trace, or silence, without material components.
### Bonus Actions
***Cloak of Shadows.*** When Syrus is in an area of dim light or darkness, he becomes invisible until it makes an attack, casts a spell, or is in an area of bright light.
:
***Shadow Step.*** When Syrus is in dim light or darkness, he can teleport up to 60 feet to a space he can see that is also in dim light or darkness. He has advantage on the first melee attack he make before the end of the turn.
:
***Unarmed Strike.*** Syrus makes an unarmed strike.
:
***Flurry of Blows (Costs 1 Ki).*** If Syrus attacked this turn, he makes two unarmed strikes.
:
***Patient Defense (Costs 1 Ki).*** Syrus takes the Dodge action.
:
***Step of the Wind (Costs 1 Ki).*** Syrus takes the Disengage or Dash action, and his jump distance is doubled for the turn.
### Reactions
***Deflect Missiles.*** When Syrus is hit by a ranged weapon attack, he reduces the damage from the attack by 30 (1d10 + 25). If the damage is reduced to 0, he can catch the missile if he can hold it in one hand and has a free hand. If caught, Syrus makes a throw attack.
:
***Slow Fall.*** When Syrus falls, he reduces any falling damage by 100.
}}
\page
{{monster,frame,wide
## Aevarr, Wight of Dead Souls
*Medium undead, neutral Evil*
___
**Armor Class** :: 19 (unarmored defense)
**Hit Points** :: 123 (19d8 + 38)
**Speed** :: 55 ft., climb 55 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|10 (+0)|20 (+5)|14 (+2)|12 (+1)|18 (+4)| 8 (-1)|
___
**Saving Throws** :: Str +5, Dex +10, Con +7, Int +6, Wis +9, Cha +4
**Skills** :: Acrobatics +10, Arcana +6, History +6, Insight +9, Perception +14, Stealth +10
**Damage Resistances** :: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
**Damage Immunities** :: poison
**Condition Immunities** :: charmed, exhaustion, frightened, poisoned
**Senses** :: darkvision 60ft., passive Perception 24
**Languages** :: All
**Challenge** :: 14 (13,000 XP) {{width:80px}} **Proficiency** +5
___
**Athlete.** Standing up only takes 5 feet for Aevarr, and he can make a running jump after 5 feet.
:
**Evasion.** When Aevarr makes a Dexterity save to take half damage, he instead takes no damage if he succeeds the save, and only half on a failed save.
:
**Ki-Empowered Strikes.** Aevarr's unarmed strikes count as magical.
:
**Monk Stride.** Aevarr can move along vertical surfaces and across liquids without falling during the move.
:
**Sunlight Sensitivity.** While in sunlight, Aevarr has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
:
**Ki (17 points/Rest).** Aevarr can spend ki points for various ki features.
:
**Diamond Soul (Costs 1 Ki).** Aevarr rerolls a failed save.
:
**Focused Aim (Costs 1-3 Ki).** When Aevarr misses with an attack, he can increase the attack roll by 2 for each point spent.
:
**Stunning Strike (Costs 1 Ki).** When Aevarr hits another creature with a melee attack, the target must succeed on a DC 18 Constitution save or be stunned until the end of Aevarr's next turn.
### Actions
**Extra Attack.** Aevarr makes two attacks.
:
***Unarmed Strike.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 10 (1d10 + 5) bludgeoning damage.
:
***Life Drain.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one creature. *Hit:* 8 (1d6 + 5) necrotic damage. The target must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by the damage taken until it finished a long rest. The target dies if this effect reduces its hit point maximum to 0.
A creature slain by this attack rises 24 hours later as a zombie under Aevarr's control. He can have no more than twelve zombies under his control at one time.
:
***Death Bolt.*** *Ranged Spell Attack:* +10 to hit, range 30 ft, one target. *Hit:* 10 (1d10 + 5) necrotic damage.
:
***Throw (Costs 1 Ki).*** *Ranged Weapon Attack:* +10 to hit, range 20/60 ft., one target. *Hit:* 7 (1d4 + 5) piercing damage.
:
***Necrotic Blast (Costs 0-3 Ki).*** Aevarr magically creates an orb and hurls it to a point within 150 feet, where it erupts into a sphere of necrotic energy. Each creature in that 20-foot-radius must succeed a DC 17 Constitution save or take 7 (2d6) necrotic damage. For each Ki point spent on this, the damage increases by 7 (2d6).
### Bonus Actions
***Unarmed Strike.*** Aevarr makes an unarmed strike.
:
***Barrage of Bolts (Costs 1 Ki).*** If Aevarr attacked this turn, he makes two death bolt attacks.
:
***Flurry of Blows (Costs 1 Ki).*** If Aevarr attacked this turn, he makes two unarmed strikes.
:
***Patient Defense (Costs 1 Ki).*** Aevarr takes the Dodge action.
:
***Searing Arc Strike (Costs 2-8 Ki).*** If Aevarr attacked this turn, he can cast *Burning Hands* (DC 17). For each additional point spent, he upcasts it by 1 level.
:
***Step of the Wind (Costs 1 Ki).*** Aevarr takes the Disengage or Dash action, and his jump distance is doubled for the turn.
### Reactions
***Deflect Missiles.*** When Aevarr is hit by a ranged weapon attack, he reduces the damage from the attack by 27 (1d10 + 22). If the damage is reduced to 0, Aevarr can catch the missile if it can hold it in one hand and has a free hand. If caught, Aevarr makes a throw attack.
:
***Slow Fall.*** When Aevarr falls, he reduces any falling damage by 85.
:
***Darkburn.*** If a creature hits Aevarr with a melee attack, that creature takes 9 necrotic damage.
}}
\page
{{monster,frame,wide
## Skeller, Wight Swashbuckler
*Medium undead, chaotic Evil*
___
**Armor Class** :: 17 (studded leather)
**Hit Points** :: 122 (18d8 + 36)
**Speed** :: 30 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
| 8 (-1)|20 (+5)|14 (+2)|12 (+1)|10 (+0)|20 (+5)|
___
**Saving Throws** :: Dex +10, Int +6, Wis +5
**Skills** :: Acrobatics +10, Athletics +10, Deception +15, Persuasion +15, Sleight of Hand +10, Stealth +15, Survival +5
**Damage Resistances** :: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
**Damage Immunities** :: poison
**Condition Immunities** :: exhaustion, poisoned
**Senses** :: blindsight 10 ft., passive Perception 10
**Languages** :: Common, Draconic, Thieves' cant
**Challenge** :: 16 (15,000 XP) {{width:80px}} **Proficiency** +5
___
**Elusive.** Unless incapacitated, attacks rolls don't have advantage on Skeller.
:
**Evasion.** When Skeller makes a Dexterity save to take half damage, he instead takes no damage on a success, and only half if he fails.
:
**Fancy Footwork.** Creatures Skeller attacks can't make opportunity attacks against him until the end of the turn.
:
**Rakish Audacity.** Skeller has an additional +5 to his initiative rolls. In addition, Skeller doesn't need advantage on the attack roll to use Sneak Attack if he is within 5 feet of the creature and no other creatures are within 5 feet of Skeller.
:
**Reliable Talent.** When Skeller makes a proficient ability check, he can treat a d20 roll of 9 or lower as a 10.
:
**Sunlight Sensitivity.** While in sunlight, Skeller has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
:
**Sneak Attack (1/Turn).** Skeller deals an extra 35 (10d6) damage to one creature he hits with finesse or ranged weapon if he has advantage on the attack roll or if another enemy of the target is within 5 feet of it, isn't incapacitated, and Skeller doesn't have disadvantage on the attack.
:
**Lucky (3/Day).** Skeller can reroll a d20 he makes for an ability check, saving throw, or attack roll. He can also reroll attacks made against him.
:
**Master Duelist (1/Rest).** If Skeller misses an attack, he can retry the attack with advantage.
### Actions
***Rapier.*** *Melee Weapon Attack:* +10 to hit, reach 5ft., one target. *Hit:* 9 (1d8 + 5) piercing damage.
:
***Hand Crossbow.*** *Ranged Weapon Attack:* +10 to hit, range 30/120ft., one target. *Hit:* 8 (1d6 + 5) piercing damage.
:
***Panache.*** Skeller can make a Persuasion check contested by a creature's Insight check. The creature must be able to hear him and share a language with him.
If Skeller succeeds and the creature is hostile, it has disadvantage on attack rolls against targets other than Skeller and can't make opportunity attacks other targets. This lasts for 1 minute, until another creature attacks the target or affects it with a spell, or until Skeller and the target are more than 60 feet apart.
If Skeller succeeds and the creature isn't hostile, it is charmed for 1 minute. While charmed, it is a friendly acquaintance. This effect ends immediately if Skeller or an ally does anything harmful to it.
### Bonus Actions
***Apply Poison (5).*** Skeller applies Wyvern Poison to a weapon or 3 pieces of ammunition. A creature hit with the poison makes a DC 15 Constitution save, taking 24 (7d6) poison damage on a failed save, or half on a success.
:
***Cunning Action.*** Skeller take the Dash, Disengage, or Hide action.
:
***Offhand Attack.*** Skeller makes an attack with either his scimitar or shortbow.
:
***Elegant Maneuver.*** Skeller gains advantage on the next Acrobatics or Athletics check he makes this turn.
:
***Steady Aim.*** Skeller gains advantage on his next attack roll this turn if he hasn't moved this turn and his speed is 0 until the end of the turn.
### Reactions
***Uncanny Dodge.*** When an attacker Skeller can see hits him with an attack, he can halve the attack's damage.
}}
\page
{{monster,frame,wide
## Salvar, Wight Assassin
*Medium undead, Lawful evil*
___
**Armor Class** :: 18 (studded leather, dual wielding)
**Hit Points** :: 165 (22d8 + 60)
**Speed** :: 40 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|8 (-1)| 20 (+5)|16 (+3)|12 (+1)|14 (+2)|10 (+0)|
___
**Saving Throws** :: Dex +10, Int +6, Wis +7
**Skills** :: Acrobatics +10, Deception +10, Insight +7, Perception +12, Sleight of Hand +10, Stealth +15
**Damage Resistances** :: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
**Damage Immunities** :: poison
**Condition Immunities** :: exhaustion, poisoned
**Senses** :: blindsight 10 ft., darkvision 60ft., passive Perception 22
**Languages** :: Common, Giant, Thieves' cant
**Challenge** :: 15 (13,000 XP) {{width:80px}} **Proficiency** +5
___
**Alert.** Salvar cannot be surprised and has an additional +5 to initiative.
:
**Assassinate.** Salvar has advantage on attack rolls against creatures that haven't taken a turn in combat. In addition, any hit Salvar scores against a surprised creature is a critical hit.
:
**Death Strike.** When Salvar hits a surprised creature, it makes a DC 18 Constitution save or takes double damage from that attack.
:
**Dual Wielder.** Salvar has +1 AC when dual wielding (included) and can dual wield non-light weapons.
:
**Elusive.** Unless incapacitated, attacks rolls don't have advantage on Salvar.
:
**Evasion.** When Salvar makes a Dexterity save to take half damage, he instead takes no damage on a success, and only half if he fails.
:
**Impostor.** Salvar has the ability to unerringly mimic another person's speech, writing, and behavior. He must spend at least three hours listening to their speech, examining handwriting, and observing mannerisms. If a wary creature suspects something is amiss, Salvar has advantage on Deception checks made to avoid detection.
:
**Infiltration Expertise.** Salvar can unfailingly create false identities for himself. He must spend seven days and 25gp to establish the history, profession, and affiliations. He can't establish an identity that belongs to someone else. If he adopts the new identity as a disguise, other creatures believe it until given an obvious reason not to.
:
**Mobile.** Salvar ignores difficult terrain when dashing, and doesn't provoke opportunity attacks from creatures he attacked this turn.
:
**Reliable Talent.** When Salvar makes a proficient ability check, he can treat a d20 roll of 9 or lower as a 10.
:
**Sharpshooter.** Salvar ignores 1/2 and 3/4 cover, and can have -5 to a ranged attack to deal +10 damage.
:
**Sneak Attack (1/Turn).** Salvar deals an extra 35 (10d6) damage to one creature he hits with finesse or ranged weapon if he has advantage on the attack roll or if another enemy of the target is within 5 feet of it, isn't incapacitated, and Salvar doesn't have disadvantage on the attack.
:
**Stroke of Luck (1/Rest).** If Salvar's attack misses a target, he can turn the miss into a hit. Alternatively, if he fails an ability check, he can treat the d20 roll as a 20.
:
**Sunlight Sensitivity.** While in sunlight, Salvar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
### Actions
***Life Drain.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one creature. *Hit:* 8 (1d6 + 5) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by the damage taken until it finished a long rest. The target dies if this effect reduces its hit point maximum to 0.
A creature slain by this attack rises 24 hours later as a zombie under Salvar's control. Salvar can have no more than twelve zombies under his control at one time.
:
***Rapier.*** *Melee Weapon Attack:* +10 to hit, reach 5ft., one target. *Hit:* 9 (1d8 + 5) piercing damage.
:
***Hand Crossbow.*** *Ranged Weapon Attack:* +10 to hit, range 120ft., one target. *Hit:* 8 (1d6 + 5) piercing damage.
:
***Light Crossbow.*** *Ranged Weapon Attack:* +10 to hit, range 380ft., one target. *Hit:* 9 (1d8 + 5) piercing damage.
### Bonus Actions
***Apply Poison (5).*** Salvar applies Wyvern Poison to a weapon or 3 pieces of ammunition. A creature hit with the poison makes a DC 15 Constitution save, taking 24 (7d6) poison damage on a failed save, or half on a success.
:
***Cunning Action.*** Salvar take the Dash, Disengage, or Hide action.
:
***Offhand Attack.*** Salvar makes an attack with either his Rapier or Hand Crossbow.
:
***Steady Aim.*** Salvar gains advantage on his next attack roll on the current turn if he hasn't moved this turn, and his speed is 0 until the end of the turn.
### Reactions
***Uncanny Dodge.*** When an attacker Salvar can see hits him with an attack, he can halve the attack's damage.
}}
\page
{{monster,frame,wide
## Sivia, Wight Scout
*Medium undead, Lawful evil*
___
**Armor Class** :: 17 (studded leather)
**Hit Points** :: 190 (20d8 + 100)
**Speed** :: 40 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|10 (+0)|20 (+5)|20 (+5)|12 (+1)|16 (+3)| 8 (-1)|
___
**Saving Throws** :: Dex +10, Int +6, Wis +8
**Skills** :: Acrobatics +10, Athletics +5, Investigation +6, Nature +11, Perception +13, Stealth +15, Survival +13
**Damage Resistances** :: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
**Damage Immunities** :: poison
**Condition Immunities** :: exhaustion, poisoned
**Senses** :: blindsight 10 ft., darkvision 60ft., passive Perception 23
**Languages** :: Common, Draconic, Giant, Thieves' cant
**Challenge** :: 14 (11,500 XP) {{width:80px}} **Proficiency** +5
___
**Ambush Master.** Sivia has advantage on initiative rolls. In addition, creatures have advantage against the first creature Sivia hit during the first round of combat until the start of her next turn.
:
**Elusive.** Unless incapacitated, attacks rolls don't have advantage on Sivia.
:
**Evasion.** When Sivia makes a Dexterity save to take half damage, she instead takes no damage on a success, and only half if she fails.
:
**Reliable Talent.** When Sivia makes a proficient ability check, she can treat a d20 roll of 9 or lower as a 10.
:
**Sharpshooter.** Sivia ignores 1/2 and 3/4 cover, and can have -5 to a ranged attack to deal +10 damage.
:
**Sunlight Sensitivity.** While in sunlight, Sivia has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
:
**Sneak Attack (1/Turn).** Sivia deals an extra 35 (10d6) damage to one creature she hits with finesse or ranged weapon if she has advantage on the attack roll or if another enemy of the target is within 5 feet of it, isn't incapacitated, and Sivia doesn't have disadvantage on the attack.
### Actions
***Scimitar.*** *Melee Weapon Attack:* +10 to hit, reach 5ft., one target. *Hit:* 8 (1d6 + 5) slashing damage.
:
***Life Drain.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one creature. *Hit:* 8 (1d6 + 5) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by the damage taken until it finished a long rest. The target dies if this effect reduces its hit point maximum to 0.
A creature slain by this attack rises 24 hours later as a zombie under Sivia's control. She can have no more than twelve zombies under her control at one time.
:
***Shortbow.*** *Ranged Weapon Attack:* +10 to hit, range 320ft., one target. *Hit:* 8 (1d6 + 5) piercing damage.
### Bonus Actions
***Apply Poison (5).*** Sivia applies Wyvern Poison to a weapon or 3 pieces of ammunition. A creature hit with the poison makes a DC 15 Constitution save, taking 24 (7d6) poison damage on a failed save, or half on a success.
:
***Cunning Action.*** Sivia take the Dash, Disengage, or Hide action.
:
***Offhand Attack.*** Sivia makes an attack with either her scimitar or shortbow.
:
***Sudden Strike.*** Sivia makes an attack with either scimitar or shortbow if she has already attacked this turn. If she hits a different target from the first, Sivia gains the benefit of sneak attack even if it has already been used this turn.
### Reactions
***Skirmisher.*** Sivia can move up to half her speed when an enemy ends its turn within 5 feet of her. This movement doesn’t provoke opportunity attacks.
:
***Uncanny Dodge.*** When an attacker Sivia can see hits her with an attack, she can halve the attack's damage.
}}
\page
{{monster,frame,wide
## Kilean, Wight Scout
*Medium undead, chaotic Evil*
___
**Armor Class** :: 17 (studded leather)
**Hit Points** :: 180 (19d8 + 100)
**Speed** :: 40 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|10 (+0)|20 (+5)|20 (+5)|12 (+1)|16 (+3)| 8 (-1)|
___
**Saving Throws** :: Dex +10, Int +6, Wis +8
**Skills** :: Acrobatics +10, Athletics +5, Investigation +6, Nature +11, Perception +13, Stealth +15, Survival +13
**Damage Resistances** :: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
**Damage Immunities** :: poison
**Condition Immunities** :: exhaustion, poisoned
**Senses** :: blindsight 10 ft., darkvision 60ft., passive Perception 23
**Languages** :: Common, Draconic, Giant, Thieves' cant
**Challenge** :: 14 (11,500 XP) {{width:80px}} **Proficiency** +5
___
**Ambush Master.** Kilean has advantage on initiative rolls. In addition, creatures have advantage against the first creature Kilean hit during the first round of combat until the start of his next turn.
:
**Elusive.** Unless incapacitated, attacks rolls don't have advantage on Kilean.
:
**Evasion.** When Kilean makes a Dexterity save to take half damage, he instead takes no damage on a success, and only half if he fails.
:
**Reliable Talent.** When Kilean makes a proficient ability check, he can treat a d20 roll of 9 or lower as a 10.
:
**Sharpshooter.** Kilean ignores 1/2 and 3/4 cover, and can have -5 to a ranged attack to deal +10 damage.
:
**Sunlight Sensitivity.** While in sunlight, Kilean has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
:
**Sneak Attack (1/Turn).** Kilean deals an extra 31 (9d6) damage to one creature he hits with finesse or ranged weapon if he has advantage on the attack roll or if another enemy of the target is within 5 feet of it, isn't incapacitated, and Kilean doesn't have disadvantage on the attack.
### Actions
***Scimitar.*** *Melee Weapon Attack:* +10 to hit, reach 5ft., one target. *Hit:* 8 (1d6 + 5) slashing damage.
:
***Life Drain.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one creature. *Hit:* 8 (1d6 + 5) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by the damage taken until it finished a long rest. The target dies if this effect reduces its hit point maximum to 0.
A creature slain by this attack rises 24 hours later as a zombie under Kilean's control. He can have no more than twelve zombies under his control at one time.
:
***Shortbow.*** *Ranged Weapon Attack:* +10 to hit, range 320ft., one target. *Hit:* 8 (1d6 + 5) piercing damage.
### Bonus Actions
***Apply Poison (5).*** Kilean applies Wyvern Poison to a weapon or 3 pieces of ammunition. A creature hit with the poison makes a DC 15 Constitution save, taking 24 (7d6) poison damage on a failed save, or half on a success.
:
***Cunning Action.*** Kilean take the Dash, Disengage, or Hide action.
:
***Offhand Attack.*** Kilean makes an attack with either his scimitar or shortbow.
:
***Steady Aim.*** Kilean gains advantage on his next attack roll on this turn if he hasn't moved, and his speed is 0 until the end of the turn.
:
***Sudden Strike.*** Kilean makes an attack with either scimitar or shortbow if he has already attacked this turn. If he hits a different target from the first, Kilean gains the benefit of sneak attack even if he has already been used this turn.
### Reactions
***Skirmisher.*** Kilean can move up to half his speed when an enemy ends its turn within 5 feet of him. This movement doesn’t provoke opportunity attacks.
:
***Uncanny Dodge.*** When an attacker Kilean can see hits him with an attack, he can halve the attack's damage.
}}
\page
{{monster,frame,wide
## Axel, Wight Thief
*Medium undead, Chaotic evil*
___
**Armor Class** :: 17 (studded leather)
**Hit Points** :: 161 (17d8 + 85)
**Speed** :: 30 ft., climb 30ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|10 (+0)|20 (+5)|20 (+5)|14 (+2)|12 (+1)| 8 (-1)|
___
**Saving Throws** :: Dex +10, Int +7, Wis +6
**Skills** :: Acrobatics +10, Athletics +10, Deception +4, Investigation +12, Perception +6, Sleight of Hand +15, Stealth +15
**Damage Resistances** :: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
**Damage Immunities** :: poison
**Condition Immunities** :: exhaustion, poisoned
**Senses** :: blindsight 10ft., darkvision 60ft., passive Perception 16
**Languages** :: Common, Giant, Thieves' cant
**Challenge** :: 14 (11,500 XP) {{width:80px}} **Proficiency** +5
___
**Alert.** Axel cannot be surprised and has +5 to initiative.
:
**Elusive.** Unless incapacitated, attacks rolls don't have advantage on Axel.
:
**Evasion.** When Axel makes a Dexterity save to take half damage, he instead takes no damage on a success, and only half if he fails.
:
**Reliable Talent.** When Axel makes a proficient ability check, he can treat a d20 roll of 9 or lower as a 10.
:
**Sharpshooter.** Axel ignores 1/2 and 3/4 cover, and can have -5 to a ranged attack to deal +10 damage.
:
**Sunlight Sensitivity.** While in sunlight, Axel has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
:
**Use Magic Device.** Axel ignores all class, race, and level requirements on the use of magic items.
:
**Sneak Attack (1/Turn).** Axel deals an extra 28 (8d6) damage to one creature he hits with finesse or ranged weapon if he has advantage on the attack roll or if another enemy of the target is within 5 feet of it, isn't incapacitated, and Axel doesn't have disadvantage on the attack.
### Actions
***Dagger.*** *Melee Weapon Attack:* +10 to hit, reach 5ft., one target. *Hit:* 7 (1d4 + 5) piercing damage.
:
***Life Drain.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one creature. *Hit:* 8 (1d6 + 5) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by the damage taken until it finished a long rest. The target dies if this effect reduces its hit point maximum to 0.
A creature slain by this attack rises 24 hours later as a zombie under Axel's control. He can have no more than twelve zombies under his control at one time.
:
***Hand Crossbow.*** *Ranged Weapon Attack:* +10 to hit, range 120ft., one target. *Hit:* 8 (1d6 + 5) piercing damage.
### Bonus Actions
***Apply Poison (5).*** Axel applies Wyvern Poison to a weapon or 3 pieces of ammunition. A creature hit with the poison makes a DC 15 Constitution save, taking 24 (7d6) poison damage on a failed save, or half on a success.
:
***Cunning Action.*** Axel take the Dash, Disengage, or Hide action.
:
***Offhand Attack.*** Axel makes an attack with either his dagger or hand crossbow.
:
***Steady Aim.*** Axel gains advantage on his next attack roll this turn if he hasn't moved this turn and his speed is 0 until the end of the turn.
:
***Fast Hands.*** Axel makes a Sleight of Hand check, use his thieves' tools to disarm a trap or open a lock, or takes the Use an Object action.
### Reactions
***Uncanny Dodge.*** When an attacker Axel can see hits him with an attack, he can halve the attack's damage.
}}
\page
{{monster,frame,wide
## Thorgeir, Wight Slayer
*Medium undead, neutral Evil*
___
**Armor Class** :: 16 (studded leather)
**Hit Points** :: 170 (20d8 + 80)
**Speed** :: 30 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|18 (+4)|18 (+4)|18 (+4)|10 (+0)|16 (+3)| 8 (-1)|
___
**Saving Throws** :: Str +7, Dex +7, Con +7
**Skills** :: Perception +6, Survival +6
**Damage Resistances** :: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
**Damage Immunities** :: poison
**Condition Immunities** :: exhaustion, poisoned
**Senses** :: darkvision 60ft., passive Perception 16
**Languages** :: Common
**Challenge** :: 7 (2,900 XP) {{width:80px}} **Proficiency** +3
___
**Sunlight Sensitivity.** While in sunlight, Thorgeir has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
:
**Spellcasting.** Thorgeir casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks):
3/day each: :: *ensnaring strike, hunter's mark, zephyr strike*
1/day each: :: *banishment, conjure barrage, flame arrows, hold monster, steel wind strike*
### Actions
**Multiattack.** Thorgeir makes two melee attacks or two ranged attacks. He can use life drain in place of an attack.
:
***Scythe.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 9 (1d10 + 4) slashing damage.
:
***Dagger.*** *Melee or Ranged Weapon Attack:* +7 to hit, reach 5ft. or range 20/60, one target. *Hit:* 6 (1d4 + 4) piercing damage.
:
***Life Drain.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 7 (1d6 + 4) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by the damage taken until it finished a long rest. The target dies if this effect reduces its hit point maximum to 0.
A creature slain by this attack rises 24 hours later as a zombie under Thorgeir's control. He can have no more than twelve zombies under his control at one time.
:
***Hunter's Sense (3/Day).*** Thorgeir chooses one creature he can see within 60 feet. He learns whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, Thorgeir will sense that it has no damage immunities, resistances, or vulnerabilities.
### Bonus Actions
***Slayer's Prey (1/Rest).*** Thorgeir designates a creature he can see within 60 feet. The first time each turn that he hits that target, it takes an extra 3 (1d6) damage. In addition, whenever the target forces Thorgeir to make a saving throw and whenever he makes an ability check to escape that target's grapple, he adds 3 (1d6) to his roll.
### Reactions
***Slayer's Counter.*** If the target of Thorgeir's Slayer's Prey forces him to make a saving throw, he makes one weapon attack against the target. If the attack hits, Thorgeir's save automatically succeeds.
:
***Magic-User's Nemesis (1/Rest).*** When Thorgeir sees a creature casting a spell or teleporting within 60 feet of him, he can try to magically foil it. The creature must succeed on a DC 14 Wisdom saving throw or its spell or teleport fails and is wasted.
}}
\page
{{monster,frame
## Armod, Wight Sharpshooter
*Medium undead, chaotic Evil*
___
**Armor Class** :: 17 (studded leather)
**Hit Points** :: 127 (17d8 + 51)
**Speed** :: 30 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|10 (+0)|20 (+5)|16 (+3)| 8 (-1)|16 (+3)|10 (+0)|
___
**Saving Throws** :: Str +3, Dex +8, Con +6
**Skills** :: Perception +6, Survival +6
**Damage Resistances** :: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
**Damage Immunities** :: poison
**Condition Immunities** :: exhaustion, poisoned
**Senses** :: darkvision 60ft., passive Perception 16
**Languages** :: Common
**Challenge** :: 8 (1,500 XP) {{width:80px}} **Proficiency** +3
___
**Action Surge (1/Rest).** Armod can take an additional action.
:
**Archery.** Armod has a +2 bonus to ranged weapon attack rolls (included in the attack).
:
**Close Quarters Shooting.** Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on Armod. In addition, if he hit a creature within 5 feet with a ranged attack on his turn, that creature can’t take reactions until the end of the turn.
:
**Sharpshooter.** Armod's ranged weapon attacks ignore half cover and three-quarters cover and attacking at long range doesn't impose disadvantage on the sharpshooter's ranged weapon attack rolls.
:
**Sunlight Sensitivity.** While in sunlight, Armod has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
### Actions
**Multiattack.** Armod makes three Longbow attacks or three Shortsword attacks. He can use life drain in place of an attack.
:
***Shortsword.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 8 (1d6 + 5) piercing damage.
:
***Longbow.*** *Ranged Weapon Attack:* +10 to hit, range 150/600 ft., one creature. *Hit:* 9 (1d8 + 5) piercing damage.
:
***Life Drain.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 7 (1d6 + 4) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by the damage taken until it finished a long rest. The target dies if this effect reduces its hit point maximum to 0.
A creature slain by this attack rises 24 hours later as a zombie under Armod's control. He can have no more than twelve zombies under his control at one time.
### Bonus Actions
***Steady Aim (3/Day).*** Armod takes careful aim at a creature he can see. This turn, he deals an extra 10 damage with each of his ranged weapon attacks against the target.
}}
{{monster,frame
## Svala, Wight Bladesinger
*Medium undead, chaotic Evil*
___
**Armor Class** :: 17 (20 with Mage armor)
**Hit Points** :: 117 (18d8 + 36)
**Speed** :: 30 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
| 8 (-1)|16 (+3)|15 (+2)|19 (+4)|12 (+1)|12 (+1)|
___
**Saving Throws** :: Dex +7, Int +8
**Skills** :: Arcana +8, Acrobatics +7, Performance +5
**Damage Resistances** :: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
**Damage Immunities** :: poison
**Condition Immunities** :: exhaustion, poisoned
**Senses** :: darkvision 60ft., passive Perception 16
**Languages** :: Common, Draconic, Giant
**Challenge** :: 9 (5,000 XP) {{width:80px}} **Proficiency** +4
___
**Invocation Steel.** Svala's weapon attacks are magical, and she adds her intelligence to her weapon attacks and damage (included).
:
**Song of Blades.** Svala's AC includes her intelligence while unarmored, and she has advantage on saving throws to maintain concentration.
:
**Sunlight Sensitivity.** While in sunlight, Svala has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
:
**Spellcasting.** Svala is a 12th-level spellcaster, using intelligence as her spellcasting modifier (DC 16, +8 to hit). She has the following spells prepared:
Cantrips (At will): :: *blade ward, fire bolt, mending, shocking grasp*
1st (4 slots): :: *expeditious retreat, mage armor, magic missile, shield*
2nd (3 slots): :: *blur, darkness, invisibility, web*
3rd (3 slots): :: *counterspell, dispel magic, fireball*
4th (3 slots): :: *arcane eye, blight, greater invisibility*
5th (2 slots): :: *conjure elemental, hold monster*
6th (1 slots): :: *chain lightning, true seeing*
### Actions
**Multiattack.** Svala makes three Shortsword attacks. She can use life drain in place of an attack.
:
***Shortsword.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 10 (1d6 + 7) piercing damage.
:
***Life Drain.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one creature. *Hit:* 10 (1d6 + 7) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by the damage taken until it finished a long rest. The target dies if this effect reduces its hit point maximum to 0.
A creature slain by this attack rises 24 hours later as a zombie under Svala's control. She can have no more than twelve zombies under her control at one time.
}}
\page
{{monster,frame,wide
## Rydrug, the Dread Lord
*Gargantuan undead (dragon), Lawful Evil*
___
**Armor Class** :: 22 (natural armor)
**Hit Points** :: 367 (21d20 + 147)
**Speed** :: 40 ft., fly 80 ft., swim 40 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|27 (+8)|14 (+2)|24 (+7)|16 (+3)|15 (+2)|20 (+5)|
___
**Saving Throws** :: Dex +10, Con +15, Wis +10, Cha +13
**Skills** :: Arcana +11, Intimidation +13, Perception +18, Religion +11, Stealth +10
**Damage Resistances** :: fire; bludgeoning, piercing, and slashing damage from nonmagical weapons
**Damage Immunities** :: acid, necrotic, poison
**Condition Immunities** :: exhaustion, frightened, poisoned
**Senses** :: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 28
**Languages** :: Draconic
**Challenge** :: 26 (90,000 XP) {{width:80px}} **Proficiency** +8
___
**Indominable (3/Day).** Rydrug rerolls a failed save.
:
**Aura of Hate.** Rydrug, and undead within 30 feet of him, have +5 to melee weapon attacks (included).
:
**Aura of Protection.** Rydrug, and allies within 30 feet of him, have +5 to saving throws and are immune to frightened.
:
**Magic Resistance.** Rydrug has advantage on saving throws against spells and other magical effects.
:
**Spellcasting.** Rydrug is a 20th-level spellcaster. His spellcasting ability is Charisma (DC 21, +13 to hit). He has the following paladin spells prepared:
1st level (4 slots): :: *command, hellish rebuke, protection from evil and good, searing smite, shield of faith, thunderous smite*
2nd level (3 slots): :: *branding smite, crown of madness, darkness, hold person, locate object*
3rd level (3 slots): :: *animate dead, bestow curse, blinding smite, dispel magic, remove curse*
4th level (3 slots): :: *banishment, blight, confusion, locate creature, staggering smite*
5th level (2 slots): :: *circle of power, contagion, destructive wave (necrotic), dominate person*
### Actions
**Multiattack.** Rydrug uses frightful presence. Then, he makes four attacks: one with his bite, two with his claws, and one with his tail.
:
***Bite.*** *Melee Weapon Attack:* +16 to hit, reach 15ft., one target. *Hit:* 34 (4d10 + 13) piercing plus 18 (4d8) acid damage.
:
***Claw.*** *Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:* 26 (4d6 + 13) slashing plus 18 (4d8) necrotic damage.
:
***Tail.*** *Melee Weapon Attack:* +16 to hit, reach 20ft., one target. *Hit:* 30 (4d8 + 13) bludgeoning plus 18 (4d8) necrotic damage.
:
***Frightful Presence.*** Each creature of Rydrug's choice that is within 120 feet of him and aware of him must succeed on a DC 21 Wisdom save or become frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to Rydrug's Frightful Presence for the next 24 hours.
:
***Acid Breath (Recharge 5–6).*** Rydrug exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity save, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.
:
***Control Undead (1/Rest).*** Rydrug targets an undead creature, with CR less than his, he can see within 30 feet. The target makes a DC 21 Wisdom save. On a failed save, the target obeys Rydrug commands for the next 24 hours.
:
***Dessicating Orb (1/Day).*** Rydrug hurls a magical ball of acid that explodes at a point he can see within 120 feet. Each creature in a 20-foot-radius centered on that point makes a DC 21 Dexterity save. The sphere spreads around corners. A creature takes 35 (10d6) acid damage and 35 (10d6) necrotic damage on a failed save, or half as much on a successful one.
:
***Dread Lord (1/Day).*** Rydrug surrounds himself with an aura of gloom for 1 minute. The aura reduces any bright light in a 30-foot radius to dim light. When an enemy that is frightened by Rydrug starts its turn in the aura, it takes 22 (4d10) psychic damage. Additionally, Rydrug and his allies in the aura are draped in deep shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.
### Bonus Actions
***Dread Lord Strike (If Dread Lord is Active).*** *Melee Spell Attack:* +13 to hit, reach 30 ft., one target. *Hit:* 21 (3d10 + 5) necrotic damage.
### Reactions
***Spell Reflection (3/Day).*** If Rydrug succeeds a saving throw against a spell, or if a spell attack misses him, Rydrug chooses a creature he can see within 30 feet. The spell targets the chosen creature instead. If the spell forced a saving throw, the creature must make the save. If the spell was an attack, the attack is rerolled against the chosen creature.
:
***Wing Attack.*** When Rydrug takes damage, each creature within 15 feet of him make a DC 23 Strength save, taking 22 (4d6 + 8)
bludgeoning damage and pushed 15 feet away and knocked prone on a failed save. On a successful save, they take half as much and are not pushed or knocked prone.
}}
\page
\page
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
{{monster,frame,wide
## Ancient Death Dragon
*Gargantuan undead (dragon), chaotic Evil*
___
**Armor Class** :: 20 (natural armor)
**Hit Points** :: 437 (25d20 + 175)
**Speed** :: 40 ft., fly 80 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|27 (+8)|12 (+1)|24 (+7)|13 (+1)|16 (+3)|16 (+3)|
___
**Saving Throws** :: Dex +7, Con +13, Wis +9
**Skills** :: Perception +12, Stealth +5
**Damage Vulnerabilities** :: bludgeoning
**Damage Resistances** :: piercing
**Damage Immunities** :: necrotic, poison
**Condition Immunities** :: exhaustion, poisoned
**Senses** :: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
**Languages** :: Draconic
**Challenge** :: 20 (25,000 XP) {{width:80px}} **Proficiency** +6
___
**Indominable (3/Day).** The dragon rerolls a failed save.
:
**Grappling Attacks.** When the dragon hits a huge or smaller creature with a melee attack, that creature is grappled (escape DC 22). Until this grapple ends, the target is restrained, and the dragon can't use that attack on a different target until the grapple ends.
:
**Rejuvenation.** If the dragon is killed, it can be "revived" by being returned to where it's soul is held for 24 hours.
:
**Unusual Nature.** The dragon doesn't require air, food, drink, or sleep.
### Actions
**Multiattack.** The dragon uses frightful presence. Then, it makes four attacks: one bite, two claws, and a tail.
:
***Bite.*** *Melee Weapon Attack:* +14 to hit, reach 10ft., one target. *Hit:* 30 (4d10 + 8) piercing plus 9 (2d8) necrotic damage.
:
***Claw.*** *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 22 (4d6 + 8) slashing plus 9 (2d8) necrotic damage.
:
***Tail.*** *Melee Weapon Attack:* +14 to hit, reach 15ft., one target. *Hit:* 26 (4d8 + 8) bludgeoning plus 9 (2d8) necrotic damage.
:
***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of it must succeed on a DC 17 Wisdom save or be frightened for 1 minute. A creature repeats the save at the end of its turns, ending the effect on a success. If the effect ends for it, the creature is immune to the dragon's Frightful Presence for 24 hours.
:
***Cataclysmic Breath (Recharge 5-6).*** The dragon exhales a wave of ghostly purple flames in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity save, taking 81 (18d8) necrotic damage on a failed save, or half as much damage on a successful one.
If a creature is reduced to 0 hit points by this attack, it dies and is raised (along with any corpses in the cone) as a zombie under the dragon's control.
### Reactions
***Wing Attack.*** When the dragon takes damage, each creature within 15 feet of it that isn't grappled by the dragon makes a DC 22 Strength save, taking 22 (4d6 + 8) bludgeoning damage and pushed 15 feet away and knocked prone on a failed save. On a successful save, they take half as much and are not pushed or knocked prone.
}}
Dragons: Voznyk, Illiax
\page
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
{{monster,frame,wide
## Adult Death Dragon
*Huge undead (dragon), chaotic Evil*
___
**Armor Class** :: 16 (natural armor)
**Hit Points** :: 230 (20d12 + 100)
**Speed** :: 40 ft., fly 80 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|23 (+6)|10 (+0)|20 (+5)|11 (+0)|14 (+2)|12 (+1)|
___
**Saving Throws** :: Dex +5, Wis +7
**Skills** :: Perception +12, Stealth +5
**Damage Vulnerabilities** :: bludgeoning
**Damage Resistances** :: piercing
**Damage Immunities** :: necrotic, poison
**Condition Immunities** :: exhaustion, poisoned
**Senses** :: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
**Languages** :: Draconic
**Challenge** :: 14 (11,500 XP) {{width:80px}} **Proficiency** +5
___
**Indominable (3/Day).** The dragon rerolls a failed save.
:
**Grappling Attacks.** When the dragon hits a large or smaller creature with a melee attack, that creature is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the dragon can't use that attack on a different target until the grapple ends.
:
**Rejuvenation.** If the dragon is killed, it can be "revived" by being returned to where it's soul is held for 24 hours.
:
**Unusual Nature.** The dragon doesn't require air, food, drink, or sleep.
### Actions
**Multiattack.** The dragon uses frightful presence. Then, it makes four attacks: one bite, two claws, and a tail.
:
***Bite.*** *Melee Weapon Attack:* +11 to hit, reach 10ft., one target. *Hit:* 22 (3d10 + 6) piercing plus 4 (1d8) necrotic damage.
:
***Claw.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 16 (3d6 + 6) slashing plus 4 (1d8) necrotic damage.
:
***Tail.*** *Melee Weapon Attack:* +11 to hit, reach 15ft., one target. *Hit:* 20 (3d8 + 6) bludgeoning plus 4 (1d8) necrotic damage.
:
***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of it must succeed on a DC 14 Wisdom save or be frightened for 1 minute. A creature repeats the save at the end of its turns, ending the effect on a success. If the effect ends for it, the creature is immune to the dragon's Frightful Presence for 24 hours.
:
***Cataclysmic Breath (Recharge 5-6).*** The dragon exhales a wave of ghostly purple flames in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity save, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one.
If a creature is reduced to 0 hit points by this attack, it dies and is raised (along with any corpses in the cone) as a zombie under the dragon's control.
### Reactions
***Wing Attack.*** When the dragon takes damage, each creature within 15 feet of it that isn't grappled by the dragon makes a DC 19 Strength save, taking 16 (3d6 + 6) bludgeoning damage and pushed 15 feet away and knocked prone on a failed save. On a successful save, they take half as much and are not pushed or knocked prone.
}}
Dragons: Zurtath, Yken
\page
# Outdated
{{monster,frame,wide
## Ulventar, The Massacre
*Gargantuan undead, chaotic Evil*
___
**Armor Class** :: 22 (natural armor)
**Hit Points** :: 481 (26d20 + 208)
**Speed** :: 40 ft., burrow 40 ft., fly 80 ft. (hover)
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|24 (+7)|10 (+0)|26 (+8)|27 (+8)|17 (+3)|18 (+4)|
___
**Saving Throws** :: Dex +8, Con +16, Wis +11, Cha +12
**Skills** :: Arcana +16, Intimidation +12, Nature +16, Perception +18, Stealth +8
**Damage Resistances** :: cold, necrotic
**Damage Immunities** :: lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
**Condition Immunities** :: charmed, exhaustion, frightened, paralyzed, poisoned
**Senses** :: Blindsight 60ft., Truesight 120ft., passive Perception 28
**Languages** :: Abyssal, Common, Draconic, Elvish
**Challenge** :: 27 (105,000 XP) {{width:80px}} **Proficiency** +8
___
**Indominable (3/Day).** Ulventar rerolls a failed save.
:
**Ioun Stone of Regeneration.** Every 10 minutes, Ulventar regains 15 hit points. He regrows flesh and limbs over several days. It floats around his head about 2 feet away.
:
**Magic Resistance.** Ulventar has advantage on saving throws against magical effects.
:
**Rejuvenation.** If Ulventar's phylactery is touching the corpse of a true dragon, he will take over the corpse. After 13 (2d12) days, he regains his dracolich form.
:
**The Blackstone Usekh (50 Charges).** At midnight, the Blackstone regains 3 (1d6) charges and Ulventar can use his hit die to regain more. He can cast the following spells from the stone using his spell save DC:
0 Charges: :: *arcane lock, enhance ability, locate creature, sending*
3 Charges: :: *blight, counterspell, invisibility, locate object, nondetection*
5 Charges: :: *false life (5th Level), negative energy flood, soul cage*
7 Charges: :: *contingency (7th level), lightning bolt (7th level)*
9 Charges: :: *imprisonment, storm of vengeance*
**Ulventar's Tome (10 Charges).** Ulventar can spend 10 minutes and a charge to prepare a different spell. At midnight, it regains 1 charge.
:
**Spellcasting.** Ulventar is a 20th level wizard and uses Intelligence as his spellcasting modifier (DC 24, +16 to hit). He has the following spells prepared:
At Will: :: *chill touch, mage hand, mending, misty step, prestidigitation, shield, shocking grasp*
1st Level (4 Slots): :: *absorb elements, disguise self, magic missile*
2nd Level (3 Slots): :: *blindness/deafness, detect thoughts, earthbind, mirror image, warding wind*
3rd Level (3 Slots): :: *counterspell, dispel magic, hypnotic pattern, lightning bolt, nondetection, speak with dead, spirit shroud*
4th Level (3 Slots): :: *banishment, dimension door, greater invisibility*
5th Level (3 Slots): :: *hold monster, scrying, synaptic static, wall of force*
6th Level (2 Slots): :: *chain lightning, disintegrate, globe of invulnerability*
7th Level (2 Slots): :: *forcecage, teleport*
8th Level (1 Slot): :: *demiplane, dominate monster*
9th Level (1 Slot): :: *gate*
### Actions
**Multiattack.** Ulventar uses dracolich's presence. Then makes four attacks: one with his bite, two with his paralyzing claws, and one with his tail.
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***Bite.*** *Melee Weapon Attack:* +15 to hit, reach 15ft., one target. *Hit:* 29 (4d10 + 7) piercing damage plus 11 (2d10) lightning damage.
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***Paralyzing Claw.*** *Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 21 (4d6 + 7) slashing plus 7 (2d6) necrotic damage. On a hit, the target makes a DC 24 Constitution save or is paralyzed for 1 minute. The target can retry the save at the end of its turns.
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***Tail.*** *Melee Weapon Attack:* +15 to hit, reach 20ft., one target. *Hit:* 25 (4d8 + 7) bludgeoning damage.
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***Dracolich's Presence.*** Each creature of Ulventar's choice within 120 feet must make a DC 24 Wisdom save. On a failed save, the creature is charmed if it is undead or frightened if it isn't. A non-undead creature repeats the save at the end its turns. If the effect ends for it, the creature is immune to this ability for 24 hours.
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***Lightning Breath (Recharge 5-6).*** Ulventar exhales lightning in a 120-foot line that is 10-feet wide. Each creature in that line makes a DC 24 Dexterity save, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
:
***Putrefying Breath (Recharge 5-6).*** Ulventar exhales necrotic energy in a 150-foot cone. Each creature in that cone makes a DC 24 Constitution save, taking 39 (6d12) necrotic damage and is stunned on a failed save or half as much and not stunned on a success. If a creature dies this way, it raises as a zombie.
### Bonus Actions
***Quietus Wave (Recharge 6).*** Each creature Ulventar chooses within 30 feet makes a DC 24 Constitution save or takes 21 (6d6) lightning and 21 (6d6) necrotic damage or half as much on a success. Ulventar regains hit points equal to the necrotic damage dealt.
### Reactions
***Wing Attack.*** When Ulventar takes damage, each creature within 15 feet of him make a DC 24 Strength save, taking 21 (4d6 + 7)
bludgeoning damage and pushed 15 feet away and knocked prone on a failed save. On a successful save, they take half as much and are not pushed or knocked prone.
}}