D&D 5E Final Fantasy XV for D&D


log in or register to remove this ad

A humanoid daemon that specializes in close combat and slicing through foes with its gently curved blade. Those unfortunate enough to encounter this warrior rarely survive to tell the tale. Although most famous for lurking in dank caves like the Daurell Caverns, several eyewitnesses report the ronin wandering the wilds at night.

Ronin
Large Aberration (Daemon), Chaotic Evil
1599001688295.png

Armor Class 16 (Natural Armor)
Hit Points 112 (15d10 + 30)
Speed 30 ft.
Initiative 15 (+5)
1599001689306.png

STRDEXCONINTWISCHA
15 (+2)20 (+5)14 (+2)12 (+1)13 (+1)8 (-1)
1599001691083.png

Damage Immunities necrotic
Condition Immunities Charmed, Exhaustion, Frightened
Senses darkvision 120 ft., passive Perception 11
Languages ——
Challenge 6 (2,300 XP) Proficiency Bonus +3
1599001692326.png

Aversion to Sunlight. When the ronin enters or starts its turn in an area of sunlight it must succeed a DC 15 Constitution saving throw or have its Constitution ability score reduced by 1. If the ronin’s Constitution score reaches 0 this way, it is destroyed. This reduction disappears after a short or long rest within an area of darkness. While within sunlight, the ronin has Disadvantage on attack rolls and ability checks.

Daemonic Attacks. Whenever the ronin deals damage against another creature other than another Daemon, that creature must succeed on a DC 15 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. This reduction can be reverted by a short or long rest or the spell lesser restoration or similar magic.

Magic Weapons. The ronin’s weapon attacks are magical.

ACTIONS
Multiattack. The ronin makes two Odachi attacks.

Odachi. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit. 12 (2d6 + 5) slashing damage.

Powered Slash. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit. 19 (4d6 + 5) slashing damage, if the target is a Medium-sized or smaller creature, it is pushed back up to 10 feet and knocked Prone.

Darkness Burst (1/Rest). The ronin stabs its blade into the ground, it with foul energy, creating a cylinder centered on the ronin with a 20-foot radius and 20 feet tall. Each other creature in this area must succeed a DC 13 Dexterity saving throw, taking 27 (5d10) necrotic damage on a failed save, or half as much on a success. A creature reduced to 20 or fewer hit points by this damage must succeed a DC 13 Constitution saving throw or be slain instantly.

BONUS ACTIONS
Shadowy Blink (Recharge 4-6). The ronin magically teleports to an unoccupied space it can see within 30 feet. The space the ronin teleports from becomes filled with magical darkness, like in the spell darkness, which lasts until the end of the ronin’s next turn. If the ronin teleports to a space adjacent to another creature, it can make one Odachi attack against the creature as a part of the same bonus action.
 
Last edited:

Haunting the depths of Fociaugh Hollow, this humanoid daemon also wields a blade and specializes in close-range combat. Its strength, however, easily surpasses the standard set by other ronin. Extreme caution is advised; direct confrontation is best avoided.

Aramusha
Large Aberration (Daemon), Chaotic Evil
1599001688295.png

Armor Class 17 (Natural Armor)
Hit Points 135 (18d10 + 36)
Speed 30 ft.
Initiative 15 (+5)
1599001689306.png

STRDEXCONINTWISCHA
15 (+2)20 (+5)14 (+2)12 (+1)13 (+1)8 (-1)
1599001691083.png

Damage Resistances nonmagical bludgeoning, piercing, and slashing
Damage Immunities necrotic
Condition Immunities Charmed, Exhaustion, Frightened
Senses darkvision 120 ft., passive Perception 11
Languages ——
Challenge 10 (5,900 XP) Proficiency Bonus +4
1599001692326.png

Aversion to Sunlight. When the aramusha enters or starts its turn in an area of sunlight it must succeed a DC 15 Constitution saving throw or have its Constitution ability score reduced by 1. If the aramusha’s Constitution score reaches 0 this way, it is destroyed. This reduction disappears after a short or long rest within an area of darkness. While within sunlight, the aramusha has Disadvantage on attack rolls and ability checks.

Daemonic Attacks. Whenever the aramusha deals damage against another creature other than another Daemon, that creature must succeed on a DC 14 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. This reduction can be reverted by a short or long rest or the spell lesser restoration or similar magic.

Magic Weapons. The aramusha’s weapon attacks are magical and deal an additional 4 weapon damage on a successful hit (included in the attack).

ACTIONS
Multiattack. The aramusha makes two Odachi attacks.

Odachi. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit. 16 (2d6 + 9) slashing damage.

Powered Slash. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit. 23 (4d6 + 9) slashing damage, if the target is a Medium-sized or smaller creature, it is pushed back up to 15 feet and knocked Prone.

Darkness Burst (1/Rest). The aramusha stabs its blade into the ground, it with foul energy, creating a cylinder centered on the ronin with a 20-foot radius and 20 feet tall. Each other creature in this area must succeed a DC 14 Dexterity saving throw, taking 38 (7d10) necrotic damage on a failed save, or half as much on a success. A creature reduced to 20 or fewer hit points by this damage must succeed a DC 14 Constitution saving throw or be slain instantly.

BONUS ACTIONS
Shadowy Blink (Recharge 4-6). The aramusha magically teleports to an unoccupied space it can see within 30 feet. The space the aramusha teleports from becomes filled with magical darkness, like in the spell darkness, which lasts until the end of the aramusha’s next turn. If the aramusha teleports to a space adjacent to another creature, it can make one Odachi attack against the creature as a part of the same bonus action.
 
Last edited:

A humanoid daemon that dwells in the darkness of subterranean locales like the Crestholm Channels and Costlemark Tower. It boasts prowess in close-range combat and enough power to rend opponents with a single strike of its sword.

Yojimbo
Large Aberration (Daemon), Chaotic Evil
1599001688295.png

Armor Class 18 (Natural Armor)
Hit Points 157 (21d10 + 42)
Speed 30 ft.
Initiative 16 (+6)
1599001689306.png

STRDEXCONINTWISCHA
15 (+2)22 (+6)14 (+2)12 (+1)14 (+2)8 (-1)
1599001691083.png

Damage Resistances nonmagical bludgeoning, piercing, and slashing
Damage Immunities necrotic
Condition Immunities Charmed, Exhaustion, Frightened
Senses darkvision 120 ft., passive Perception 12
Languages ——
Challenge 13 (10,000 XP) Proficiency Bonus +5
1599001692326.png

Aversion to Sunlight. When the yojimbo enters or starts its turn in an area of sunlight it must succeed a DC 15 Constitution saving throw or have its Constitution ability score reduced by 1. If the yojimbo’s Constitution score reaches 0 this way, it is destroyed. This reduction disappears after a short or long rest within an area of darkness. While within sunlight, the yojimbo has Disadvantage on attack rolls and ability checks.

Daemonic Attacks. Whenever the yojimbo deals damage against another creature other than another Daemon, that creature must succeed on a DC 15 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. This reduction can be reverted by a short or long rest or the spell lesser restoration or similar magic.

Magic Weapons. The yojimbo’s weapon attacks are magical and deal an additional 5 weapon damage plus 3 (1d6) cold damage on a successful hit (included in the attack).

ACTIONS
Multiattack. The yojimbo makes three weapon attacks, only one of which can be a Powered Slash attack.

Odachi. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit. 18 (2d6 + 11) slashing damage plus 3 (1d6) cold damage.

Powered Slash. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit. 25 (4d6 + 11) slashing damage plus 3 (1d6) cold damage, if the target is a Medium-sized or smaller creature, it is pushed back up to 15 feet and knocked Prone.

Gil Toss. Ranged Weapon Attack: +9 to hit, range 45/120 ft., one target. Hit. 18 (3d4 + 11) bludgeoning damage plus 3 (1d6) cold damage. If the target is a creature, it must succeed a DC 19 Constitution saving throw or be Stunned until the start of its next turn.

Darkness Burst (1/Rest). The yojimbo stabs its blade into the ground, it with foul energy, creating a cylinder centered on the yojimbo with a 20-foot radius and 20 feet tall. Each other creature in this area must succeed a DC 15 Dexterity saving throw, taking 49 (9d10) necrotic damage on a failed save, or half as much on a success. A creature reduced to 20 or fewer hit points by this damage must succeed a DC 15 Constitution saving throw or be slain instantly.

BONUS ACTIONS
Shadowy Blink (Recharge 4-6). The yojimbo magically teleports to an unoccupied space it can see within 45 feet. The space the yojimbo teleports from becomes filled with magical darkness, like in the spell darkness, which lasts until the end of the yojimbo’s next turn. If the yojimbo teleports to a space adjacent to another creature, it can make one Odachi attack against the creature as a part of the same bonus action.
 
Last edited:

A yojimbo lookalike that resides within Greyshire Glacial Grotto. Biologists have determined from its distinct coloration that this swordsman is a slightly different species, but its abilities far surpass those of other sword-wielding daemons. Thankfully, it has not yet been sighted outside the chilly caverns of Cleigne.

Kengo
Large Aberration (Daemon), Chaotic Evil
1599001688295.png

Armor Class 18 (Natural Armor)
Hit Points 178 (21d10 + 63)
Speed 30 ft.
Initiative 21 (+11)
1599001689306.png

STRDEXCONINTWISCHA
15 (+2)22 (+6)16 (+3)12 (+1)14 (+2)8 (-1)
1599001691083.png

Damage Resistances nonmagical bludgeoning, piercing, and slashing
Damage Immunities necrotic
Condition Immunities Charmed, Exhaustion, Frightened
Senses darkvision 120 ft., passive Perception 12
Languages ——
Challenge 16 (15,000 XP) Proficiency Bonus +5
1599001692326.png

Aversion to Sunlight. When the kengo enters or starts its turn in an area of sunlight it must succeed a DC 15 Constitution saving throw or have its Constitution ability score reduced by 1. If the kengo’s Constitution score reaches 0 this way, it is destroyed. This reduction disappears after a short or long rest within an area of darkness. While within sunlight, the kengo has Disadvantage on attack rolls and ability checks.

Daemonic Attacks. Whenever the kengo deals damage against another creature other than another Daemon, that creature must succeed on a DC 16 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. This reduction can be reverted by a short or long rest or the spell lesser restoration or similar magic.

Magic Weapons. The kengo’s weapon attacks are magical and deal an additional 7 weapon damage plus 10 (3d6) cold damage on a successful hit (included in the attack).

ACTIONS
Multiattack. The kengo makes three weapon attacks, only one of which can be a Powered Slash attack.

Odachi. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit. 20 (2d6 + 13) slashing damage plus 10 (3d6) cold damage.

Powered Slash. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit. 27 (4d6 + 13) slashing damage plus 10 (3d6) cold damage, if the target is a Medium-sized or smaller creature, it is pushed back up to 15 feet and knocked Prone.

Gil Toss. Ranged Weapon Attack: +11 to hit, range 45/120 ft., one target. Hit. 20 (3d4 + 13) bludgeoning damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed a DC 19 Constitution saving throw or be Stunned until the start of its next turn.

Darkness Burst (1/Rest). The kengo stabs its blade into the ground, it with foul energy, creating a cylinder centered on the kengo with a 30-foot radius and 30 feet tall. Each other creature in this area must succeed a DC 16 Dexterity saving throw, taking 66 (12d10) necrotic damage on a failed save, or half as much on a success. A creature reduced to 25 or fewer hit points by this damage must succeed a DC 16 Constitution saving throw or be slain instantly.

BONUS ACTIONS
Shadowy Blink (Recharge 4-6). The kengo magically teleports to an unoccupied space it can see within 45 feet. The space the kengo teleports from becomes filled with magical darkness, like in the spell darkness, which lasts until the end of the kengo’s next turn. If the kengo teleports to a space adjacent to another creature, it can make one Odachi attack against the creature as a part of the same bonus action.
 

An exceptionally brutal specimen spotted on the outskirts of Lestallum, this daemon is responsible for many a hunter's demise. While it bears a striking resemblance to other yojimbo, its unique coloration and overwhelming power suggest this daemon deserves a category all its own.

Ayakashi
Large Aberration (Daemon), Chaotic Evil
1599001688295.png

Armor Class 20 (Natural Armor)
Hit Points 195 (23d10 + 69)
Speed 35 ft.
Initiative 23 (+13)
1599001689306.png

STRDEXCONINTWISCHA
16 (+3)25 (+7)16 (+3)14 (+2)17 (+3)8 (-1)
1599001691083.png

Damage Resistances nonmagical bludgeoning, piercing, and slashing
Damage Immunities cold, fire, lightning, necrotic
Condition Immunities Charmed, Exhaustion, Frightened
Senses darkvision 240 ft., passive Perception 13
Languages ——
Challenge 19 (22,000 XP) Proficiency Bonus +6
1599001692326.png

Aversion to Sunlight. When the ayakashi enters or starts its turn in an area of sunlight it must succeed a DC 15 Constitution saving throw or have its Constitution ability score reduced by 1. If the ayakashi’s Constitution score reaches 0 this way, it is destroyed. This reduction disappears after a short or long rest within an area of darkness. While within sunlight, the ayakashi has Disadvantage on attack rolls and ability checks.

Daemonic Attacks. Whenever the ayakashi deals damage against another creature other than another Daemon, that creature must succeed on a DC 17 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. This reduction can be reverted by a short or long rest or the spell lesser restoration or similar magic.

Magic Weapons. The ayakashi’s weapon attacks are magical and deal an additional 9 weapon damage plus 17 (4d6) cold damage on a successful hit (included in the attack).

Menace (1/Rest). When the ayakashi is reduced to 0 hit points or slain outright, its hit points reset to 195, it removes all unwanted conditions and effects, and it recharges its Darkness Burst and Iai Strike. Award a party an additional 22,000 XP (44,000 XP total) for activating this trait.

ACTIONS
Multiattack. The ayakashi makes three weapon attacks, only one of which can be a Powered Slash attack.

Odachi. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit. 23 (2d6 + 16) slashing damage plus 14 (4d6) cold damage.

Powered Slash. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit. 30 (4d6 + 16) slashing damage plus 14 (4d6) cold damage, if the target is a Medium-sized or smaller creature, it is pushed back up to 25 feet and knocked Prone.

Gil Toss. Ranged Weapon Attack: +13 to hit, range 45/120 ft., one target. Hit. 23 (3d4 + 16) bludgeoning damage plus 14 (4d6) cold damage. If the target is a creature, it must succeed a DC 21 Constitution saving throw or be Stunned until the start of its next turn.

Darkness Burst (Recharge 5-6). The ayakashi stabs its blade into the ground, it with foul energy, creating a cylinder centered on the ayakashi with a 30-foot radius and 30 feet tall. Each other creature in this area must succeed a DC 17 Dexterity saving throw, taking 77 (14d10) necrotic damage on a failed save, or half as much on a success. A creature reduced to 25 or fewer hit points by this damage must succeed a DC 17 Constitution saving throw or be slain instantly.

Iai Strike (1/Rest). The ayakashi prepares a devastating attack, provoking an Opportunity Attack from each creature that it is within reach of. A creature that makes an Opportunity attack against the ayakashi in this state has advantage on its attack roll. unleashes its most powerful strike. After all Opportunity Attacks are made, each creature within 10 feet of the ayakashi must make a DC 21 Dexterity saving throw. On a success, nothing happens. On a failed save, the creature is slain instantly.

BONUS ACTIONS
Shadowy Blink. The ayakashi’s magically teleports to an unoccupied space it can see within 60 feet. The space the ayakashi teleports from becomes filled with magical darkness, like in the spell darkness, which lasts until the end of the ayakashi’s next turn. If the ayakashi teleports to a space adjacent to another creature, it can make one Odachi attack against the creature as a part of the same bonus action.
 

A close relative of the daggerquill. Having adapted to the sweltering heat and turbulent updrafts of the Disc of Cauthess, the dynoaevis soars around the complex chasms with ease. It possesses few natural predators and thus lives in relative peace, but is also quite sensitive to any disturbance in its environment.

Dynoaevis
Medium Beast, Unaligned
1599001688295.png

Armor Class 13 (Natural Armor)
Hit Points 16 (3d8 + 3)
Speed 15 ft., fly 45 ft.
Initiative 12 (+2)
1599001689306.png

STRDEXCONINTWISCHA
10 (+0)14 (+2)12 (+1)4 (-3)10 (+0)8 (-1)
1599001691083.png

Damage Resistances: fire, lightning
Condition Immunties: Paralyzed, Restrained
Senses passive Perception 10
Languages ——
Challenge 1/4 (100 XP) Proficiency Bonus +2
1599001692326.png

Dive. If the dynoaevis flies down at least 30 feet in a straight line and successfully hits a creature with a Tail Slash attack, the creature takes an additional 7 (2d6) piercing damage.

Flock Tactics. The dynoaevis has Advantage on attack rolls against a creature if at least one of the dynoaevis’ allies are within 5 ft of the creature and the ally isn’t Incapacitated.

Flyby. The dynoaevis doesn’t provoke Opportunity Attacks when it flies out of a creature’s reach.

ACTIONS
Tail Slash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit. 5 (1d6 + 2) slashing damage.
 

A necrotic daemon plaguing Steyliff Grove and the Myrlwood. At first glance, the lich appears corpselike, seemingly suspended in midair, until it raises its bony limbs to strike or cast missiles.

Lich
Large Undead (Daemon), Chaotic Evil
1599001688295.png

Armor Class 14 (Natural Armor)
Hit Points 39 (6d10 + 6)
Speed 0 ft., fly 25 ft. (hover)
Initiative 15 (+5)
1599001689306.png

STRDEXCONINTWISCHA
8 (-1)14 (+2)12 (+1)17 (+3)16 (+3)10 (+0)
1599001691083.png

Saving Throws Dex +5, Wis +6
Damage Resistance fire; nonmagical piercing and slashing
Damage Immunities necrotic, poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses darkvision 120 ft., passive Perception 13
Languages ——
Challenge 6 (2,300 XP) Proficiency Bonus +3
1599001692326.png

Aversion to Sunlight. When the lich enters or starts its turn in an area of sunlight it must succeed a DC 15 Constitution saving throw or have its Constitution ability score reduced by 1. If the lich’s Constitution score reaches 0 this way, it is destroyed. This reduction disappears after a short or long rest within an area of darkness. While within sunlight, the lich has Disadvantage on attack rolls and ability checks.

Daemonic Attacks. Whenever the lich deals damage against another creature other than another Daemon, that creature must succeed on a DC 12 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. This reduction can be reverted by a short or long rest or the spell lesser restoration or similar magic.

Turn Resistance. The lich has Advantage on saving throws against being turned.

Magic Resistance. The lich has Advantage on saving throws against spells and magical effects.

ACTIONS
Multiattack. The lich uses its Poisonous Vapor action then makes three attacks, only one of which can be a Disenchanting Grasp attack.

Bone Tendril. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit. 9 (2d6 + 2) piercing damage and the target is knocked Prone.

Flamebolt. Ranged Spell Attack: +6 to hit, range 90 ft., one target. Hit. 8 (1d8 + 4) fire damage.

Disenchanting Grasp. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit. 14 (3d6 + 4) necrotic damage and the target cannot cast spells or use magical effects until the end of its next turn.

Poisonous Vapor (Recharge 5-6). The lich unleashes a poisonous vapor in a 15-foot cone. Each capture in this area must succeed a DC 14 Constitution saving throw, taking 27 (5d10) poison damage and being Poisoned for 1 minute on a failed save, or half as much damage and not being Poisoned on a success. A Poisoned creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.

REACTIONS
Phasing Dodge. When targeted by an attack it can see, the lich moves up to half of its speed. During this movement, the lich becomes incorporeal, and is immune to nonmagical damage.
 
Last edited:

A macabre daemon that levitates over imperial soil. Its custom of keeping victims at arm's length gives way to grappling on occasion, as this stalker seeks to squeeze the very life from its prey.

Wraith
Large Undead (Daemon), Chaotic Evil
1599001688295.png

Armor Class 15 (Natural Armor)
Hit Points 65 (10d10 + 10)
Speed 0 ft., fly 25 ft. (hover)
Initiative 15 (+5)
1599001689306.png

STRDEXCONINTWISCHA
8 (-1)14 (+2)12 (+1)17 (+3)16 (+3)10 (+0)
1599001691083.png

Saving Throws Dex +6, Wis +7
Damage Resistance fire; nonmagical bludgeoning, piercing, and slashing
Damage Immunities necrotic, poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses darkvision 120 ft., passive Perception 13
Languages ——
Challenge 10 (5,900 XP) Proficiency Bonus +4
1599001692326.png

Aversion to Sunlight. When the wraith enters or starts its turn in an area of sunlight it must succeed a DC 15 Constitution saving throw or have its Constitution ability score reduced by 1. If the wraith’s Constitution score reaches 0 this way, it is destroyed. This reduction disappears after a short or long rest within an area of darkness. While within sunlight, the wraith has Disadvantage on attack rolls and ability checks.

Daemonic Attacks. Whenever the wraith deals damage against another creature other than another Daemon, that creature must succeed on a DC 13 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. This reduction can be reverted by a short or long rest or the spell lesser restoration or similar magic.

Turn Resistance. The wraith has Advantage on saving throws against being turned.

Magic Resistance. The wraith has Advantage on saving throws against spells and magical effects.

ACTIONS
Multiattack. The wraith uses its Poisonous Vapor action then makes three Flamebolt attacks.

Flamebolt. Ranged Spell Attack: +7 to hit, range 90 ft., one target. Hit. 13 (2d8 + 4) fire damage.

Disenchanting Grasp. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit. 25 (6d6 + 4) necrotic damage and the target cannot cast spells or use magical effects until the end of its next turn.

Poisonous Vapor (Recharge 5-6). The lich unleashes a poisonous vapor in a 15-foot cone. Each capture in this area must succeed a DC 15 Constitution saving throw, taking 33 (6d10) poison damage and being Poisoned for 1 minute on a failed save, or half as much damage and not being Poisoned on a success. A Poisoned creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.

BONUS ACTIONS
Charge (Recharge 4-6). The wraith moves up to half of its movement speed and makes one Disenchanting Grasp attack.

REACTIONS
Phasing Dodge. When targeted by an attack it can see, the lich moves up to half of its speed. During this movement, the lich becomes incorporeal, and is immune to nonmagical damage.
 
Last edited:

A daemon fond of donning robes lifted from skeletal remains. The necromancer's magical moniker derives from its inexplicable affinity toward the dark arts.

Necromancer
Large Undead (Daemon), Chaotic Evil
1599001688295.png

Armor Class 17 (Natural Armor)
Hit Points 105 (14d10 + 28)
Speed 0 ft., fly 30 ft. (hover)
Initiative 17 (+7)
1599001689306.png

STRDEXCONINTWISCHA
8 (-1)14 (+2)15 (+2)20 (+5)16 (+3)15 (+2)
1599001691083.png

Saving Throws Dex +7, Wis +8, Cha +7
Damage Resistance fire; nonmagical piercing and slashing
Damage Immunities necrotic, poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses darkvision 120 ft., passive Perception 13
Languages ——
Challenge 15 (13,000 XP) Proficiency Bonus +5
1599001692326.png

Aversion to Sunlight. When the necromancer enters or starts its turn in an area of sunlight it must succeed a DC 15 Constitution saving throw or have its Constitution ability score reduced by 1. If the necromancer’s Constitution score reaches 0 this way, it is destroyed. This reduction disappears after a short or long rest within an area of darkness. While within sunlight, the necromancer has Disadvantage on attack rolls and ability checks.

Daemonic Attacks. Whenever the necromancer deals damage against another creature other than another Daemon, that creature must succeed on a DC 15 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. This reduction can be reverted by a short or long rest or the spell lesser restoration or similar magic.

Magic Resistance. The necromancer has Advantage on saving throws against spells and magical effects.

Marshal Undead. The necromancer is immune to being turned. In addition, all Undead creatures within 20 feet of the necromancer gain a +5 bonus to saving throws against being Turned.

ACTIONS
Multiattack. The necromancer uses its Befuddling Cloud action if available, then uses its Necrotic Blast actions three times.

Necrotic Blast. The necromancer chooses a point it can see within 120 feet. Each creature within 10 feet of this point must make a DC 18 Dexterity saving throw, taking 18 (3d8 + 5) necrotic damage on a failed save, or half as much on a success.

Befuddling Breath (Recharge 4-6). The necromancer expels gray mist in a 45-foot cone. A creature inside this area must succeed a DC 18 Wisdom saving throw or be Confused for 1 minute. A Confused creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.

Force Beam (1/Rest). The necromancer unleashes a blast of magical energy in a 60-foot line that is 5 feet wide. Each creature in this area must succeed a DC 18 Dexterity saving throw, or take 65 (10d12) force damage and be Petrified.

BONUS ACTIONS
Deadly Grasp. Melee Spell Attack: +10 to hit, reach 10 ft., one target. Hit. 15 (3d6 + 5) necrotic damage and the target is Grappled (escape DC 18). A creature that starts its turn Grappled by the necromancer takes an additional 10 (3d6) necrotic damage and has its maximum hit points reduced to its current hit points. If a Grappled creature’s maximum hit points are reduced to 0, it dies.

Summon Skeletons (1/Rest). The necromancer summons 4 (1d6 +1) skeletons into unoccupied spaces it can see within 45 feet. The summoned skeletons disappear after 1 hour or after the necromancer dies.

REACTIONS
Phasing Dodge. When targeted by an attack it can see, the necromancer moves up to its speed. During this movement, the necromancer becomes incorporeal, and is immune to nonmagical damage.
 
Last edited:

Remove ads

Top