Rot Lord (5e Creature)
From D&D Wiki
Rot Lord[edit]
Large undead, lawful evil Armor Class 18 (plate)
Skills Athletics +17, Intimidation +13, Perception +18 Legendary Resistance (1/Day). If the Rot Lord fails on a saving throw, it can choose to succeed instead. Subjugate Undead. The Rot Lord has an intrinsic bond to all undead. Any creature of the undead category within line of sight which has a Charisma below 10 instantly falls under the Rot Lord's control otherwise, they must make a DC 20 Charisma saving throw or suffer the effect of subjugate undead. A creature that succeeds on the saving throw becomes permanently immune to it. The Rot Lord can choose to not target a creature with this feature. Living Death. When targeted by an effect which specifically affects creatures of the undead type, the Rot Lord is considered a construct. Hive of Pestilence. Any creature within 100 feet of the Rot Lord has disadvantage on Constitution saving throws to avoid being poisoned or affected by a disease. When targeted by an effect which causes disease, the Rot Lord stores it within its body and can release it upon making physical contact with any non-undead creature. Innate Spellcasting. The Rot Lord's innate spellcasting ability is Wisdom (spell save DC 26, +16 to hit with spell attacks). The Rot Lord can innately cast the following spells, requiring no material components: At will: chill touch, spare the dying ACTIONSMultiattack. The Rot Lord makes two attacks. Greatsword. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) slashing damage plus 12 (2d6 + 5) necrotic damage Slam. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 9) bludgeoning damage, and the target must make a DC 15 Strength saving throw or be knocked prone. Fetid Mist (Recharge 5-6). The Rot Lord releases a cloud of dense, fast-moving mist in a 30-foot radius around it. Each creature within that area must make a DC 18 Constitution saving throw, taking 59 (6d12 + 20) poison damage on a failed save, or half as much damage on a successful one.
LEGENDARY ACTIONSThe Rot Lord 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 Rot Lord regains spent legendary actions at the start of its turn. Attack. The Rot Lord makes one attack. |
The history surrounding the Rot Lord is scant. It is unknown what race the being was in life, if it was even a singular being and not a construct of several entities, for any remnants of a physical body have long since withered into dust. All that is known is that it lives a nomadic life, choosing to lair within once thriving cities that have been completely abandoned, searching for a foe worthy of ending its reign. During these travels it is seldom seen, only leaving a trail of death and decay in its path. Honorable. Despite its sinister nature, the Rot Lord has a strong code of honor. Many adventurers survive their encounters with it purely because the Rot Lord finds them too weak to kill, and a scant few manage to make appeals to this sense of honor to evade death, promising that they would return and face it once they became stronger. This honor is far from a weakness however, as any sign of cowardice and deception fills the Rot Lord with murderous disgust. Beacon of Darkness. The Rot Lord's mere presence in an area attracts the attention of hordes of undead creatures, which shamble towards its lair. More intelligent undead may feel an odd allure in the back of their minds which compels them to venture towards the Rot Lord. Even some powerful necromancers claim that they hear an odd voice in their dreams, beckoning them with promises of power unmatched. Undead Nature. A Rot Lord doesn't require air, food, drink, or sleep. |
Back to Main Page → 5e Homebrew → Creatures