User:Endermage77/Lord Malice

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Medium undead, chaotic evil


Armor Class 16
Hit Points 104 (16d8 + 32)
Speed 35 ft, Climbing 20 ft


STR DEX CON INT WIS CHA
18 (+4) 22 (+6) 15 (+2) 12 (+1) 11 (+0) 11 (+0)

Saving Throws Str +7, Dex +9, Con +5, Int +4, Wis +3, Cha +3
Skills Acrobatics +9, Athletics +7, Intimidation +10

Proficiency Bonus +3
Damage Resistances necrotic, poison
Condition Immunities poisoned, frightened, charmed
Senses passive Perception 13, darkvision 120ft
Languages Common, Elvish, Abyssal, Draconic
Challenge 5 (1,800 XP)


Undead Nature. Lord Malice doesn't require air, food, or sleep.

Undead Fortitude. If damage reduces Lord Malice to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Lord Malice drops to 1 hit point instead and regains use of his reaction if he has already expended it.

Fearless Undead. Lord Malice can't be frightened. In addition, he has advantage on saving throws against being turned.

Limber Self-Control. Lord Malice can drop prone or stand up without expending movement. Lord Malice can also dig his claws into almost any surface, allowing him to walk on walls and ceilings as if they were floors.

Relentless. Lord Malice can use a reaction once per turn, rather than once per round. Lord Malice can dash or disengage as a bonus action.

Combat Stances. Lord Malice knows several combat stances that alter his selection of actions and reactions. Lord Malice can use a bonus action to shift from Neutral Stance to another stance or back again.

Neutral Stance

Lord Malice automatically enters this stance when he recovers from the incapacitated, stunned, or prone conditions. The actions and reactions usable from this stance include:

  • Dark Blade
  • Multiattack
  • Block
  • Intimidate
  • Claw Grapple
  • Claw Throw
  • Flourish
  • Parry
  • Retaliate

Assault Stance

Lord Malice bifurcates his arms and draws his two stowed Dark Blades. While in this stance, Lord Malice can take two actions on his turn. The actions and reactions usable from this stance include:

  • Dark Blade
  • Multiattack
  • Block
  • Intimidate
  • Claw Grapple
  • Claw Throw
  • Flourish
  • Parry
  • Retaliate

Whirlwind Stance

Lord Malice spins his torso around at incredible speeds, creating a blur of necrotic energy with his blades. While in this stance, Lord Malice's walking speed drops to 20 feet and his climbing speed drops to 10 feet. In addition, whenever Lord Malice moves to a space within 5 feet of a creature, or whenever a creature moves to a space within 5 feet of Lord Malice for the first time in a turn or begins its turn there, Lord Malice automatically makes a Multiattack against that creature. The actions and reactions usable from this stance include:

  • Multiattack
  • Intimidate
  • Multiattack of Opportunity

Spider Stance

Lord Malice automatically enters this stance if he drops prone. While in this stance, Lord Malice counts as one size smaller for the purpose of squeezing into tight spaces, ignores difficult terrain, and has a crawling speed of 30 feet and a climbing speed of 30 feet. If Lord Malice stands up from being prone, he automatically shifts to Neutral Stance. The actions and reactions usable from this stance include:

  • Claw
  • Flurry of Claws
  • Leaping Slam
  • Intimidate
  • Retaliate

ACTIONS

Claw. Unarmed Strike: +6 to hit, reach 5 ft, one target. Hit: 8 (1d6 + 4) slashing damage. Lord Malice can use this attack with his foot.

Flurry of Claws. Lord Malice makes two Claw attacks.

Claw Grapple. Unarmed Strike: +6 to hit, reach 5 ft, one target. Hit 4 (1d6) piercing damage, and the target is grappled. Lord Malice can use this attack with his foot.

Claw Throw. Lord Malice throws a creature that he has grappled. The creature must make a Strength saving throw contested against Lord Malice's Strength (Athletics) check. On a failed save, the creature is thrown up to 30 feet away from Lord Malice and is knocked prone. If that creature hits an object during flight, it takes 11 (3d6) bludgeoning damage.

Leaping Slam. Lord Malice leaps at a target he can see up to 30 feet away. If the target is a creature, it must make a Dexterity saving throw contested against Lord Malice's Dexterity (Acrobatics) check. On a failed save, the target takes 16 (2d6 + 8) slashing damage and is knocked prone. Hit or miss, Lord Malice jumps to an unoccupied space adjacent to the target. This movement does not provoke attacks of opportunity.

Dark Blade. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 12 (3d4 + 4) necrotic damage.

Multiattack. Lord Malice makes two Dark Blade attacks.

Flourish. As a bonus action, Lord Malice imposes disadvantage on his next attack roll. If the attack hits, it deals an additional 10 damage.

Block. Lord Malice adds +7 to his AC. This bonus lasts until the beginning of Lord Malice's next turn.

Intimidate. Target creature within 60 feet of Lord Malice that Lord Malice can see must make a Wisdom saving throw contested by Lord Malice's Charisma (Intimidation) check. On a failed save, that creature is frightened for one minute. A creature that succeeds this save can't be affected by this ability again for 24 hours.

REACTIONS

Parry. Lord Malice adds +3 to his AC in reaction to a creature Lord Malice can see within 5 feet of him attacking him. If that attack misses, Lord Malice makes a Dark Blade attack against that creature.

Retaliate. If a creature makes an attack of opportunity against Lord Malice, Lord Malice can impose disadvantage on that attack. If it misses, Lord Malice makes a Dark Blade or Claw attack against that creature.

Multiattack of Opportunity. Whenever Lord Malice would make an attack of opportunity, he can use two Dark Blade attacks on the triggering creature.

LEGENDARY ACTIONS

Lord Malice has two legendary actions. Lord Malice can only use one legendary action each turn, and only at the end of another creature's turn. Lord Malice regains all expended legendary actions at the start of each of his turns.

Refocus. Lord Malice regains the use of his reaction.

Infernal Fortitude. Lord Malice regains hit points equal to one of his hit dice.