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JNAProductions
2021-08-23, 06:45 PM
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Doomking Balerdroch
Gargantuan Undead, Neutral Evil
Armor Class 22 (Wreath Of Souls)
Hit Points 700 (40d20+280)
Speed 40', Fly 80'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


28 (+9)
20 (+5)
24 (+7)
22 (+6)
26 (+8)
30 (+10)


Saving Throws Constitution +16
Skills Athletics +27, Stealth +14, Arcana +24, History +24, Investigation +15, Insight +17, Perception +17, Deception +19, Intimidation +28, Persuasion +19
Damage Resistances Cold, Force, Psychic
Damage Immunities Non-magical Bludgeoning, Piercing, and Slashing; Necrotic; Poison
Condition Immunities Frightened, Poisoned, Exhaustion
Senses Truesight 10', Blindsight 60', Darkvision 600', Passive Perception 27
Languages Most All
Challenge High, Higher In Lair
Undead Fortitude
If damage would reduce Doomking Balerdroch to 0 HP, he can make a Constitution Save with a DC equal to 5+the damage taken, unless the damage was radiant or from a critical hit. On a success, he drops to 1 HP instead.

Wreath Of Souls
Doomking Balerdroch is surrounded by a floating mist of the souls he's consumed, granting him improved AC among other benefits. He typically has 100 charges worth of souls to use at the start of most combats. Whenever Doomking Balerdroch slays a creature personally or a creature is slain within 120' of him, he gains charges in his Wreath Of Souls equal to the creature's level or CR. Creatures of CR less than one are too weak to add charges. He may expend charges in various ways, as detailed below. Additionally, his Wreath Of Souls deals 1d12 necrotic damage to any creature who starts their turn within 120' of him or enters the area for the first time in their turn. Finally, he may spend charges to take an additional reaction between each of his turns-this costs three charges the first time he does so in between his turns, and an additional two charges for each time he's done so before his turn. (So, the first time it costs three charges, then five, then seven, so on and so forth.)

Magical Attacks
All Doomking Balerdroch's attacks are considered magical for overcoming resistances and immunity.

Life Consumption
Whenever Doomking Balerdroch deals necrotic damage, he regains HP equal to the total damage dealt.

Lord Of Undeath
Any charges spent from Doomking Balerdroch's Wreath Of Souls in response to anything done by an undead creature has its ending cost halved, rounding down. This includes things like taking an additional reaction for an attack of opportunity, provided the triggering creature is undead.

Magic Resistance
Doomking Balerdroch has advantage on saves against spells and other magical effects.

Actions
Red-Eyed Scythe Melee Weapon Attack:
+18 to-hit, reach 20', one target. Hit: 2d12+9 slashing damage, and 2d12 necrotic damage.

Reaping Blow Melee Weapon Attack:
Doomking Balerdroch makes a single attack at +18 to-hit, and compares it to the AC of all creatures in a 20' cone. This attack cannot benefit from advantage, but may have disadvantage imposed on it. Each creature who's AC is exceeded by his attack roll (even if he rolls a 1) takes 2d12 slashing damage and 1d12 necrotic damage.

Tail Bite Melee Weapon Attack:
+14 to-hit, reach 40', one target. Hit: 2d8+5 piercing damage, and 2d8 necrotic damage. The target can also be immediately subjected to a grapple attempt by Doomking Balerdroch, provided they are Large or smaller.

Beating Wings Of Cold Fire
All creatures within 20' of Doomking Balerdroch must make a DC 26 Dexterity save, taking 1d12 fire, 1d12 cold, 1d12 bludgeoning, and 1d12 necrotic damage on a failed save, or half of each on a success. He may then move up to half his flight speed without provoking attacks of opportunity.

Extra Attack
Doomking Balerdorch makes up to five attacks or other attack actions. No more than one attack each can be made with his Tail Bite or Beating Wings Of Cold Fire.

Bonus Actions
Regenerate
Doomking Balerdroch spends up to ten charges from his Wreath Of Souls, and for each charge spent, he also spends a hit die, regaining HP as normal for each hit die spent.

Teleport
Doomking Balerdroch spends up to twenty charges from his Wreath Of Souls, and immediately teleports up to 5' per charge spent.

Forced Consumption
Doomking Balerdroch selects a single creature within 120' of him, and forces them to make a DC 23 Constitution save. On a failure, they take 10d12 necrotic damage, and Doomking Balerdroch gains charges in his Wreath Of Souls equal to half their level or CR, rounding down.

Wreathed Consumption
All creatures of Doomking Balerdroch's choice within 120' of him must make a DC 23 Constitution save, taking 4d12 necrotic damage on a failed save. Doomking Balerdroch then gains charges in his Wreath Of Souls, one for every five full points of damage dealt by this attack.

Reactions
Negate
In response to a spell being cast within 120', Doomking Balerdroch may cast Counterspell with its range increased to 120' by expending charges from his Wreath Of Souls. It is cast at a level equal to the number of charges expended, to a max of nine charges. Intelligence is his casting stat for this.

Banish
After a creature performs any action within 120', except for movement, Doomking Balerdroch may cast Banishment on them when the action completes, with a DC of 23. When cast in this manner, Doomking Balerdroch may Concentrate on this spell any number of times it is cast without disrupting an earlier cast, and the target may repeat the save at the beginning of each of their turns to reappear.

Legendary Actions
Doomking Balerdroch 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 undead creature’s turn. Doomking Balerdroch regains spent legendary actions at the start of their turn.

Attack. Doomking Balerdroch makes a Red-Eyed Scythe, Reaping Blow, Tail Bite, or Beating Wings Of Cold Fire attack.
Regenerate. Doomking Balerdroch uses the Regenerate Bonus Action.
Teleport. Doomking Balerdroch uses the Teleport Bonus Action.


Doomking Balerdroch's Lair
Doomking Balerdroch resides in the fetid wastes of the necrotic underworld. It is a dark and dangerous place, full of undead monsters and where the Doomking is the undisputed master.

Lair Actions
On initiative count 20, losing ties, Doomking Balerdroch can take one of the following Lair Actions. The same action cannot be used twice in a row, but Doomking Balerdroch may choose to not perform one to maintain the effects of an existing Lair Action. These actions do count as being performed by Doomking Balerdroch for the purposes of Life Consumption.

-Several bursts of cold fire erupts from a surface the Doomking can see within 120' of it. Each one creates a 30' tall, 5' radius geyser that lasts until the next Lair Action. Anyone in its space is pushed out, and anyone who is pushed out or otherwise touches it must make a DC 19 Dexterity save. On a failure, they take 1d12 fire, 1d12 cold, and 1d12 necrotic damage. 2d3 geysers are created with the lair action.
-Grasping, skeletal hands reach out from the ground and attempt to restrain the Doomking's foes. All creatures of his choice within 60' of him must make a DC 19 Strength saving throw, or become restrained and pulled prone by the hands. The hands retract when a new Lair Action is performed.
-A pulse of deathly force shoots out from the very air. All creatures within 120' of Doomking Balerdroch must make a DC 19 Constitution save, suffering 1d12 necrotic damage on a failed save.

Regional Effects
The underworld is a twisted mirror of Doomking Balerdroch's desires. It has the following effects, which fade only after a purifying ritual is performed at several key points in the underworld.

-All creatures are treated as being undead, in addition to their normal type, while within the underworld.
-Sleep is plagued by nightmares of death and destruction. After completing any rest, the creature must make a DC 17 Wisdom saving throw or gain no benefits from completing it. The DC increases by 1 each time a rest is completed successfully, and resets when a save is failed.
-Any creature that dies in the underworld rises as an undead under the control of Doomking Balerdroch within 1d6 hours of death. The exact type of undead varies, but is similar in both shape and CR to the living creature before it passed.

JNAProductions
2021-08-23, 10:02 PM
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Plaguespreader Zombie
Large Undead, Neutral Evil
Armor Class 13 (Bloated Corpulence)
Hit Points 85 (10d10+30)
Speed 30'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


14 (+2)
8 (-1)
16 (+3)
10 (0)
12 (+1)
10 (0)


Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Poison
Senses Darkvision 120', Passive Perception 11
Languages Common
Challenge 2
Undead Fortitude
If damage would reduce a Plaguespreader Zombie to 0 HP, it can make a Constitution Save with a DC equal to 5+the damage taken, unless the damage was radiant or from a critical hit. On a success, it drops to 1 HP instead.

Plaguespreading Demise
When a Plaguespread Zombie is finally destroyed, it explodes in a shower of pestilential filth. All living creatures within 15' of the Plaguespreader Zombie must make a DC 13 Constitution save. On a failure, they take 4d6 necrotic damage and are poisoned. While poisoned in this way, they make a new save at the end of each of their turns. After three successes, the poison is cured and goes away. But if the creature fails three saves, they are infected by the Plaguespreader Zombie's disease. This disease poisons the infected creature and prevents them from regaining HP.

Bloated Corpulence
Apply the Plaguespreader Zombie's Constitution instead of their Dexterity for AC.

Actions
Slam Melee Weapon Attack:
+4 to-hit, reach 10', one target. Hit: 1d10+2 bludgeoning damage.

Hurl Pestilence Ranged Weapon Attack:
+4 to-hit, range 30'/90', one target. Hit: 1d4+2 bludgeoning damage and 1d10 poison damage. Hit or Miss: All creatures within 5' of the target (including the target themself) must make a DC 13 Constitution save, taking 1d8 poison damage on a failed save.https://64.media.tumblr.com/50767a6d6b59d6f1ca45985642b3f9c8/tumblr_njf21djlyS1rie4kjo1_400.png

Uni-Zombie
Medium Undead, Chaotic Neutral
Armor Class 15
Hit Points 90 (7d8+14)
Speed 25'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


10 (0)
12 (+1)
14 (+2)
10 (0)
8 (-1)
18 (+4)


Skills Performance +6
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 120', Passive Perception 9
Languages Common
Challenge 2
Undead Fortitude
If damage would reduce Uni-Zombie to 0 HP, they can make a Constitution Save with a DC equal to 5+the damage taken, unless the damage was radiant or from a critical hit. On a success, they drop to 1 HP instead.

Charming Defense
Uni-Zombie may add their Charisma modifier to their AC while not wearing armor.

Actions
Slam Melee Weapon Attack:
+2 to-hit, reach 5', one target. Hit: 1d8 bludgeoning damage.

Empower Undead
Uni-Zombie sings the song of their dead people, and selects a single undead ally within 60' that can hear them. That undead may immediately spend a hit die, and add the result rolled to all damage rolls they make until the end of their next turn. The number added may not be higher than the affected creature's proficiency bonus.

Inhibit Living
Uni-Zombie sings a song against the living. Up to three living creatures that can hear Uni-Zombie must make a DC 14 Wisdom save. On a failure, they deal half damage with any abilities or attacks they make until the start of Uni-Zombie's next turn.https://storage.googleapis.com/ygoprodeck.com/pics_artgame/3096468.jpg

Tatsunecro
Small Undead, Neutral
Armor Class 14
Hit Points 72 (16d6+16)
Speed 10', Fly 30', Swim 40'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


8 (-1)
18 (+4)
12 (+1)
12 (+1)
12 (+1)
12 (+1)


Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Poison
Senses Darkvision 60', Passive Perception 11
Languages Common
Challenge 2
School Of Undead
All undead within 60' of one or more Tatsunecros that can perceive it gain +2 to their saves and damage rolls, except for itself and other Tatsunecros.

Actions
Peck Melee Weapon Attack:
+6 to-hit, reach 5', one target. Hit: 1d4+4 piercing damage.

Reactions
Banish
In response to being targeted by an attack, Tatsunecro can banish itself for a brief moment. Treat this as if a Banishment spell was cast on Tatsunecro from a 1st level slot that lasts until the start of its next turn.