JNAProductions
2018-11-25, 06:38 PM
Wither
Large Undead, Neutral Evil
Armor Class 22 (Natural Armor)
Hit Points 403 (35d10+210)
Speed 60', Fly 60'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
26 (+8)
14 (+2)
22 (+6)
14 (+2)
16 (+3)
12 (+1)
Damage Resistances Non-magical bludgeoning, piercing, and slashing damage
Damage Immunities Necrotic, Fire, Poison
Condition Immunities Frightened, Poisoned, Exhausted
Senses Blindsight 60', Lifesight 120', Passive Perception 13
Languages Ignan, Abyssal, Infernal
Challenge X
Lifesight Withers can see the very living essence of a being. They automatically know the location and general physical health of any living being within 120'.
Three-Headed Monster Being a three-headed abomination against all that is good in the world, Withers have three reactions per round.
Phase Two When a Wither reaches 200 HP, it enters Phase Two until it takes a short or long rest. While in Phase Two, its fly speed drops to 20', but it also gains immunity to any attacks made from more than 10' away.
Destructive Travels Withers are beings of pure destruction. Any inanimate and unattended object a Wither comes into contact with is immediately destroyed, should it choose to. This means that, for instance, it is fully possible for it to simply move through a castle wall, no matter how thick, by destroying the wall where the wall contacts it. Likewise, it can tunnel at its full movement speed, leaving behind a tunnel large enough for a Large creature.
Note that it DOES take a moment of concentration to destroy it-this means that it cannot destroy arrows or swords, for instance, that contact it, unless they remain there for more than an instant.
Regeneration A Wither regains 5 HP at the start of its turn, unless it took radiant damage between its last turn and the current one. It only dies if it is reduced to 0 HP and does not regenerate.
Actions
Bite Melee Natural Attack: +14 to-hit, reach 10', one target. Hit: 2d10+8 (19) magical piercing damage and 2d10 (11) necrotic damage. In addition, the target begins to wither away. At the start of their next turn, they take 2d10 (11) necrotic damage that cannot be resisted or ignored by any means. This persists until thy receive magical healing from a 5th or higher level spell, a Lesser Restoration spell (or similar, but more powerful spell), they or an adjacent companion make a DC 20 Medicine check as an action, a minute passes, or they drink a glass of milk.
Skull Shot Ranged Spell Attack: DC 20 Dexterity saving throw, range 120', 5' radius explosion centered on a point within range. Failed Save: 3d10+6 (22) necrotic damage, and the targets begin to wither away as described in the Bite attack. Successful Save: Half damage, and the target does not wither away. Regardless Of Saves: All unattended, inanimate objects in the explosion are destroyed.
Extra Attack II The Wither makes three attacks in any combination of Bites and Skull Shots, or other attack actions.
Large Undead, Neutral Evil
Armor Class 22 (Natural Armor)
Hit Points 403 (35d10+210)
Speed 60', Fly 60'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
26 (+8)
14 (+2)
22 (+6)
14 (+2)
16 (+3)
12 (+1)
Damage Resistances Non-magical bludgeoning, piercing, and slashing damage
Damage Immunities Necrotic, Fire, Poison
Condition Immunities Frightened, Poisoned, Exhausted
Senses Blindsight 60', Lifesight 120', Passive Perception 13
Languages Ignan, Abyssal, Infernal
Challenge X
Lifesight Withers can see the very living essence of a being. They automatically know the location and general physical health of any living being within 120'.
Three-Headed Monster Being a three-headed abomination against all that is good in the world, Withers have three reactions per round.
Phase Two When a Wither reaches 200 HP, it enters Phase Two until it takes a short or long rest. While in Phase Two, its fly speed drops to 20', but it also gains immunity to any attacks made from more than 10' away.
Destructive Travels Withers are beings of pure destruction. Any inanimate and unattended object a Wither comes into contact with is immediately destroyed, should it choose to. This means that, for instance, it is fully possible for it to simply move through a castle wall, no matter how thick, by destroying the wall where the wall contacts it. Likewise, it can tunnel at its full movement speed, leaving behind a tunnel large enough for a Large creature.
Note that it DOES take a moment of concentration to destroy it-this means that it cannot destroy arrows or swords, for instance, that contact it, unless they remain there for more than an instant.
Regeneration A Wither regains 5 HP at the start of its turn, unless it took radiant damage between its last turn and the current one. It only dies if it is reduced to 0 HP and does not regenerate.
Actions
Bite Melee Natural Attack: +14 to-hit, reach 10', one target. Hit: 2d10+8 (19) magical piercing damage and 2d10 (11) necrotic damage. In addition, the target begins to wither away. At the start of their next turn, they take 2d10 (11) necrotic damage that cannot be resisted or ignored by any means. This persists until thy receive magical healing from a 5th or higher level spell, a Lesser Restoration spell (or similar, but more powerful spell), they or an adjacent companion make a DC 20 Medicine check as an action, a minute passes, or they drink a glass of milk.
Skull Shot Ranged Spell Attack: DC 20 Dexterity saving throw, range 120', 5' radius explosion centered on a point within range. Failed Save: 3d10+6 (22) necrotic damage, and the targets begin to wither away as described in the Bite attack. Successful Save: Half damage, and the target does not wither away. Regardless Of Saves: All unattended, inanimate objects in the explosion are destroyed.
Extra Attack II The Wither makes three attacks in any combination of Bites and Skull Shots, or other attack actions.