Avatar of Myrkul (5e Creature)

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Avatar of Myrkul[edit]

Large undead, neutral evil


Armor Class 22 (natural armor)
Hit Points 168 (16d10 + 80)
Speed 50 ft.


STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 20 (+5) 25 (+7) 20 (+5) 24 (+7)

Saving Throws Str +12, Con +12, Int +14, Wis +12
Skills Arcana +14, History +14, Insight +12, Intimidation +14, Religion +14
Proficiency Bonus +7
Damage Vulnerabilities radiant
Damage Resistances cold, lightning, psychic
Damage Immunities necrotic, poison; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 120 ft., passive Perception 15
Languages Common, telepathy 120 ft.
Challenge 24 (62,000 XP)


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
3/day each: blight, circle of death, finger of death
1/day each: divine word, power word kill, power word stun, symbol

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.

ACTIONS

Multiattack. 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 ACTIONS

The 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.
Spellcasting. The avatar casts a spell, expending a use as normal.
Death Glare (Costs 2 Actions). The avatar fixes its gaze on one creature it can see within 30 feet of it. The target creature must succeed on a DC 23 Wisdom saving throw or become paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Disrupt Life (Costs 3 Actions). Each living creature within 30 feet of the avatar must make a DC 23 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save or half as much damage on a successful one. Undead creatures in the area instead gain hit points equal to the necrotic damage.

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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