Ernesh, The Marked (5e Creature)
Ernesh, The Marked[edit]
Medium undead, chaotic evil Armor Class 16 (studded leather)
Saving Throws Str +8, Con +7 Brute. A melee weapon deals one extra die of its damage when Ernesh hits with it (included in the attack). Cunning. Ernesh has advantage on saving throws against being charmed. Death's Sting. A creature that touches Ernesh or hits it with a melee attack while within 5 feet of it takes 5 (2d4) necrotic damage. Keen Sight. Ernesh has advantage on Wisdom (Perception) checks that rely on sight. Life Stealer. When Ernesh deals damage to a creature, it regains hit points equal to half of the damage dealt. Sunlight Sensitivity. While in sunlight, Ernesh has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ACTIONSMultiattack. Ernesh makes three longsword attacks or three longbow attacks. It can use its Life Drain in place of one longsword attack. Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Innate Spellcasting. Ernesh's innate spellcasting ability is Charisma (spell save DC 16, +7 to hit with spell attacks). Ernesh can cast the following spells innately, requiring no material components: At will: chill touch, death bolt REACTIONSParry. Ernesh adds 3 to its ac against one melee attack that would hit it. To do so, Ernesh must see the attacker and be wielding a melee weapon. |
A Wight with but specialized to be a minor villain. |
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