Nihilator, Lord of The Undead (5e Creature)

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Design Note: This monster uses the Mythic Monster rules.

Nihilator, Lord of The Undead[edit]

Medium undead, lawful evil

Armor Class 28 (natural armor)
Hit Points 2050 (100d20 + 1000)
Speed 60 ft., fly 40 ft.

16 (+3) 27 (+8) 30 (+10) 34 (+12) 21 (+5) 18 (+4)

Saving Throws CON +24, INT +40, WIS +19, CHA +18
Skills Arcana (+40), History (+26), Insight (+19), Investigation (+26), Perception (+19), Acrobatics (+22), Stealth (+32)
Damage Resistances Acid, Cold, Force, Lightning; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned, Stunned, Unconscious
Senses passive Perception 22
Languages Abyssal, Common, Draconic, Dwarvish, Elvish, Giant, Gnomish, Goblin, Infernal, Primordial, Telepathy - 120 ft, Undercommon
Challenge 50 (1,220,000 XP)

Proficiency Bonus. 14

Lord of Death. Any creature that dies within 120 ft of Nihilator is raised as an appropriate undead under the control of Nihilator. Furthermore any undead creature that comes within 120 ft of Nihilator must succeed on a DC 25 Wisdom saving throw or fall under the control of Nihilator. Undead that succeed become immune to this effect.

Legendary Resistance (5/Day). If Nihilator fails a saving throw, he can choose to succeed instead.

Arcane Mastery. Lord Nihilator has expertise in Arcana and Int saving throws.

Special Equipment. Attuned to a +3 Arcane Grimoire, Robe of the Archmagi, and a Staff of the Magi.

Robe of the Archmagi. You have advantage on saving throws against spell and other magical effects.

Eternal Anger. Whenever a creature lands a hit on Nihilator and they can see him, they must succeed on a DC 20 Wisdom check or become frightened of him for one minute. If they succeed on the check, they are immune to this effect for one hour.

Rejuvenation. Nihilator can alter how old he looks at will, and reforms 1d10 days after his death unless his phylactery was destroyed. Nihilator regains 15 hitpoints at the start of his turn so long as he has at least 1 remaining.

Arcane Master. All of Nihilator’s attacks count as magical, his magic bypasses resistances, and his magic cannot be dispelled by any means expect the Wish spell or the Antimagic Field spell.

Turn Immunity. Nihilator is immune to any effect that turns undead.

Undead Nature. Nihilator doesn't require air, food, drink, or sleep.

Aura of Annihilation. Nihilator can activate or deactivate this feature as a bonus action. While active, the aura deals 10 necrotic damage to all creatures of his choice that ends its turn within 60 feet of Nihilator.

Life Eater. A creature killed within 60 ft. can't be revived by any means short of a wish spell. The creatures soul goes to fuel Nihilator's Phylactery.

Blessing of the Shadowfell. Nihilator is shielded against divination magic, as though protected by a nondetection spell.

Necrotic Mastery. When Nihilator inflicts necrotic damage on any opponent that necrotic damage ignores the target's necrotic resistance and immunity.

Block Sensing. A 50 ft. sphere centered around Nihilator as well as a 20 mi. sphere centered on a point within 5 mi. of his phylactery cannot be viewed, heard, or sensed by magical sensors such as the spell scrying. This ability decreases to 25 ft. sphere and 10 mi. sphere if it is a lessor deity using the magical sensor, and a 10 ft. sphere and 5 mi. sphere for a greater deity.

Remote Communication. As an action Nihilator can send a message telepathically to any creature within 1 mi. of either him, his phylactery, or an item of importance such as a statue or figurine depicting him. The message may be telepathic with only the target hearing, or it can be heard by everyone in proximity.

Transmutation Immunity. Nihilator is immune to shape altering abilities such as polymorph or petrification. This immunity doesn't extend to spells or abilities that Nihilator uses on himself.

Charm Immunity. Nihilator is immune to be charmed, and immune to effects of spells such as Suggestion, Geas, and Detect Thoughts. At all times he is protected from mind reading attacks as if he was under the Mind Blank spell.

War Caster. Can preform somatic components of spells while holding shields or weapons. Opportunity attacks can be a single target spell of 1 action cast as a reaction.

Boon of Undetectability. Cannot be detected through divination magic and has a +10 to stealth.

Boon of Perfect Health. Immunity to disease and poison. Nihilator has advantage on Constitution saving throws.

Boon of Quick Casting. Nihilator can cast the spell Command as a bonus action rather than an action.

Boon of the Unfettered. Nihilator has advantage on checks to escape a grapple and can use an action to automatically escape a grapple or restraint of any kind.

Boon of Irresistible Offense. Nihilator bypasses resistances.

Alert. Cannot be surprised while conscious. Other creatures do not get advantage against Nihilator by being unseen by him.

Spell Sniper. Spell attacks have twice the normal range and ignore half cover and three-quarters cover.

Spellcasting. Nihilator can cast the following spells with no spell components. His spellcasting ability is intelligence (spell save DC 39, +33 to hit with spell attacks). Lord Nihilator has the following spells prepared: (at will): Command, Comprehend Languages, Detect Evil and Good, Forcecage, Gate, Teleport, Geas, Create Undead, Circle of Death, True Seeing

Spellcasting. Nihilator is a 20th-level wizard. His spellcasting ability is intelligence (spell save DC 39, +33 to hit with spell attacks). Lord Nihilator has following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, Toll the Dead, Minor Illusion, Mending, Frostbite

1st level (at will): detect magic, magic missile, shield, thunderwave, Expeditious Retreat, Longstrider, Grease,

2nd level (at will): detect thoughts, invisibility, mirror image, Hold Person, Web, Arcane Lock

3rd level (at will): animate dead, counterspell, dispel magic, Fireball, Tongues, Remove Curse, Sending

4th level (6 slots): blight, dimension door, Banishment

5th level (6 slots): Hold Monster, scrying, Cone of Cold, Negative Energy Flood

6th level (5 slots): disintegrate, globe of invulnerability, Sunbeam, Otto's Irresistible Dance

7th level (5 slots): finger of death, plane shift, Etherealness

8th level (4 slots): dominate monster, Telepathy, Feeblemind, Demiplane, Power Word Stun

9th level (4 slots): Psychic Scream, Wish, Meteor Swarm, True Polymorph, Invulnerability, Prismatic Wall


Multiattack. Nihilator can use his Frightful Presence. He then can either cast a spell or make two melee attacks.

Staff of The Magi. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 5) bludgeoning damage.

Paralyzing Touch. Melee Spell Attack: +33 to hit, reach 5 ft., one target. 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.

Life Drain. Nihilator targets up to three creatures that he can see within 10 feet of him. Each target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and Nihilator regains hit points equal to the total damage dealt to all targets.

Frightful Presence. Each creature of Nihilator's choice within 120 feet of him and aware of him must succeed on a DC 26 Wisdom saving throw or become frightened and stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Nihilator is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Nihilator's Frightful Presence for the next 24 hours.

Bonus Actions

Lord of Shadows. Nihilator can, as a bonus action, call any shadows within 120 ft of him and turn them into shadow demons.

Psychic Step. Nihilator magically teleports to an unoccupied space he can see within 60 feet of him as a bonus action.


Vengeful Strike. In response to a Lich Wraith,[[1]], being reduced to 0 hit points within 60 feet of him, Nihilator casts finger of death without using a spell slot.

Consume and Destroy. When Nihilator takes damage from a spell, he takes only half the triggering damage (rounded down). If the creature that cast the spell is within 60 feet of Nihilator, that creature must succeed on a DC 14 Dexterity saving throw or take the other half of the damage.


The can take 5 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 regains spent legendary actions at the start of its turn.

At-Will Spell. Nihilator casts one of his at-will spells.

Melee Attack. Nihilator uses Paralyzing Touch or makes one melee attack with his staff.

Disrupt Life (Costs 2 Actions). Each non-undead creature within 20 feet of Nihilator must make a DC 18 Constitution saving throw against this magic, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.

Immolating Gaze (Costs 2 Actions). Nihilator turns his magical gaze toward one creature he can see within 120 feet of him and commands it to wither. The target must succeed on a DC 26 Wisdom saving throw or take 78 (12d12) necrotic damage.

Backstory. Lord Nihilator's origins are lost to time. No one was quite sure when he arose to power, but the Material Plane is only safe now that he is sealed away. His armies of undead have stopped roaming free across the globe, but there still exists islands where no one can wander to, for no one returns. He was rarely seen, even his generals, fully fledged liches, were rarely seen. Those who were seen were the armies of undead. The last major event that occurred regarding him was the 6 heroes disappearing and the remnants of the Council of Wizards sacrificing themselves in their ritual. After this ritual Lord Nihilator wasn't seen ever again. Neither was the 6 heroes, though a shrine exists in their honor. It has been so long that even the longest lived elves hadn't heard of the crisis that affected the planet; however, even after this long of a wait, there exists some remnants of his army and several liches that are still working to bring him back. If they are to succeed the world will face a threat it hasn't seen in well over 10,000 years.

Appearance. Lord Nihilator takes the appearance of a skeleton, except for his armor, weapons, and spellbook he would fit in among his undead. He radiates a aura of necrotic energy, giving off a hue that darkens and desaturates all light passing through. In both eyes the back of the socket cannot be seen, only an inky black void exists. Each tooth is replaced with a small emerald green gemstone. Surrounding him there are occasional green sparks of magic.

Tactics. Nihilator doesn't ever travel alone. He always travels with three Lich Wraiths with him at all times. He is paranoid of someone ambushing him and killing him with a large enough burst of damage. Due to this fear he spends most of his time locked away in a deep labyrinthian dungeon sending lesser undead to do his bidding. When he does get involved in a combat he will stay back and hide while sending his minions to absorb the initial attack. If he decides that he can't win the combat then he will flee. The teleportation restrictions throughout his dungeon do not apply to him. If he decides he can win the combat then he will do the following.

He will start by using his Frightful presence and then by casting Psychic Scream. He does this to stun as much of the party as he can. Most parties do not have immunity to being stunned and it can prevent further actions by the party. He will use his movement and teleportation to stay in the air and at least 70 ft. from the martials in the party at all times. During legendary action he will try to use Circle of Death at 9th level. The necrotic damage bypasses resistance and immunity making it deadly against any foe. He will target PCs with the lowest number of hitpoints first. If most of the party is faring well then he will target the caster with the highest remaining spell slot with dominate person. He will command them to use their most damaging spell at the highest available spell slot against their party, preferably AOE, but spells like Power Word Kill are also acceptable if done against the party member with the least health. Do not have the party member target something like a familiar or horse, or ally. The target should be another caster preferably.

A party member that is being particularly difficult, if they are a spell caster or otherwise depend on magic for damage, using the lair action to place an anti-magic field centered on them is an effective strategy for reducing their output. Nihilator will not do this if the target in question, or if members of the party can fly without the aid of magic. This posses the risk of a party member getting close to Nihilator and restricting his primary damage options and availability to evade attacks. If the party members attempt to weaponize an anti-magic field then Nihilator will cast prismatic wall in a sphere around the anti-magic field.

Lair Actions

On initiative count 20 (losing initiative ties), Nihilator takes a lair action to cause one of the following effects; Nihilator can’t use the same effect two rounds in a row:

  • Nihilator raises 2d4 shadows from the floor of his lair.
  • Nihilator rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • Nihilator targets one creature within 60 feet of it. A crackling cord of negative energy tethers Nihilator to the target. Whenever Nihilator takes damage, the target must make a DC 20 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until Nihilator or the target is no longer in the lich's lair.
  • Nihilator calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 20 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
  • Nihilator targets one creature he can see within 60 feet of him. An antimagic field fills the space of the target, moving with it until initiative count 20 on the next round.

The surrounding land of Lord Nihilator's lair is warped by his phylactery, which creates all of the following effects:

  • Nonmagical plants within 150 miles of his lair will wither and die.
  • Creatures that die within 40 miles of his lair will rise as undead after 2d4 days.
  • Creatures within 120 miles of his lair find themselves unable to benefit from a long rest.
  • Teleportation and interdimensional travel is impossible to occur within 20 miles of his lair.

If Nihilator dies, these effects fade over the course of 5d20 years.

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