Avatar of Myrkul (5e Creature)
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Avatar of Myrkul[edit]
Large undead, neutral evil Armor Class 22 (natural armor)
Saving Throws Str +12, Con +12, Int +14, Wis +12 Aura of Death. A hostile creature that starts its turn within 30 feet of the avatar must succeed on a DC 22 Constitution saving throw or have its hit point maximum reduced by 10. This effect lasts until the creature leaves the aura. If the saving throw is successful, the creature is immune to the avatar's Aura of Death for 24 hours. Innate Spellcasting. The avatar's innate spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). The avatar can innately cast the following spells with no material components: At will: animate dead, bestow curse, chill touch, create undead, vampiric touch Legendary Resistance (3/Day). If the avatar fails a saving throw it can choose to succeed instead. Limited Magic Immunity. The avatar can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Lord of Bones. When the avatar casts animate dead or create undead it chooses at which level the spell is cast, and the creatures created by the spell remain under the avatar's control indefinitely. ACTIONSMultiattack. The avatar casts two spells or makes three Scythe of Reaping attacks. Scythe of Reaping. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 8) slashing damage plus 10 (3d6) necrotic damage, and the target must succeed on a DC 22 Constitution saving throw or its hit point maximum is decreased by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. Death's Door (Recharge 6). The avatar chooses one creature within 60 feet of it. The creature must succeed on a DC 22 Constitution saving throw or have its hit points reduced to 1.
LEGENDARY ACTIONSThe avatar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The avatar regains spent legendary actions at the start of its turn. Move. The avatar moves up to half its speed. |
The physical avatar of Myrkul, lord of the undead and creator of the wall of the faithless. Myrkul had a cold, malignant intelligence, and spoke in a high whisper. He was always alert, never slept, and was never surprised. He was never known to lose his temper or be anything other than coldly amused when a mortal succeeded in avoiding his directives or chosen fates. His influence in Faerûn was imposed through fear, and he was a master of making mortals terrified of him through his words and deeds. At times, just to remain unpredictable, he seemed almost kind and caring. His cowled skull head was known in nightmares all over Faerûn, and he was the one deity that almost all human mortals could picture clearly. |
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