Vraxhin, Lord of Necromancy
Gargantuan undead, unaligned
Armor Class 22 (natural armor)
Hit Points 429 (22d20 + 198)
Speed 60 ft., fly 120 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
25 (+7) | 18 (+4) | 28 (+9) | 30 (+10) | 26 (+8) | 29 (+9) |
Savings Throws Dex +13, Con +18, Int +19, Wis +17, Cha +18
Skills Arcana +28, History +19, Intimidation +18, Perception +17, Persuasion + 18
Damage Resistances cold, force
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing that is nonmagical and is not adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses truesight 120 ft., passive Perception 27
Languages All, telepathy 360 ft., see also telepathic bond
Challenge 29 (135,000 XP)
Arcane Mastery. Vraxhin can cast spells without material components, it can concentrate on up to two spells at a time and only one spell is interrupted each time it fails a concentration check. Additionally, after Vraxhin finishes a Short Rest, it regains expended spell slots with combined levels of ten or less.
Lord of Necromancy. Vraxhin knows all necromancy spells and does not need to prepare them. Additionally, it can cast any necromancy spell once per day without expending a spell slot and and necromancy spell that Vraxhin cast inflicts 10 additional necrotic damage (included in the attack).
Magic Resistance. Vraxhin has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against Vraxhin has disadvantage on the attack roll.
Marshal Undead. Unless the Vraxhin is incapacitated, it and undead creatures of its choice within 180 feet of it have advantage on saving throws against features that turn undead.
Metamagic (4/Rest). Vraxhin can use a bonus action to apply one of the following metamagic traits to spell it is casting:
- Double the range of the spell.
- Add 10 to the damage of the spell's damage type.
- Double the duration of the spell.
- Force the target of the spell to make the first saving throw against the spell with disadvantage.
- Exclude up to 10 creatures of its choice from the affects of the spell.
Shielded Mind. Attempts to communicate telepathically with Vraxhin, or to read its mind, always fail. A creature making an attempt must succeed on a DC 18 Wisdom saving throw or be affected by a
confusion spell.
Spellcasting. Vraxhin is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). Vraxhin has the following wizard spells prepared (see also Lord of Necromancy):
Cantrips (at will):
chill touch*, mage hand, mending, minor illusion, ray of frost, shocking grasp
1st level (at will):
charm person, detect magic, inflict wounds*, ray of sickness*, shield, sleep
2nd level (at will):
animate dead*, bestow curse*, blur, hold person, invisibility, ray of enfeeblement, suggestion
3rd level (at will):
clairvoyance, counterspell, dispel magic, fireball, sending, vampiric touch*
4th level (4 slots):
banishment, blight*, contagion*, ice storm, phantasmal killer, polymorph
5th level (3 slots):
cloudkill, hold monster, raise dead*, scrying, telekinesis, wall of force
6th level (3 slots):
circle of death*, create undead*, disintegrate, harm*, mass suggestion
7th level (3 slots):
finger of death*, forcecage, plane shift, teleport
8th level (2 slots):
abi-dalzim's horrid wilting*, feeblemind, mind blank, power word stun
9th level (2 slots):
power word kill, prismatic wall, time ravage*, time stop
*Necromancy spells
Telepathic Bond. Vraxhin is telepathically connected to other zakum and can communicate telepathically with each other as long as they are on the same plane.
Unstoppable (3/Rest). At any time, requiring no action, the zakum can take 30 hit points of damage and immediately end one condition or effects it is suffering. After taking the damage, the zakum cannot take reactions until the start of its next turn.
ACTIONS
Multiattack. Vraxhin can make two Slam attacks, cast two at will spells, or make one Slam attack and cast one at will spell.
Slam. Melee weapon attack: +15 to hit, reach 15 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage and the target must make a DC 23 Strength saving throw or be knocked prone, pushed 20 feet, or, if the target is Medium or smaller, grappled, the zakum's choice.
Fireball. Vraxhin selects a point it can see within 150 feet of it. A bolt of flame streaks from its hand to the point and explodes in a 20-foot radius ball of flames. Each creature in the area must make a DC 26 Dexterity saving throw, taking 28 (8d6) fire damage on failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
Inflict Wounds. Melee Spell Attack. + 18 to hit, reach 15 ft., one target.
Hit. 37 (5d10 + 10) necrotic damage.
Vampiric Touch. Melee Spell Attack. + 18 to hit, reach 15 ft., one target.
Hit. 20 (3d6 + 10) necrotic damage and Vraxhin regains 10 hit points.
Conjure Undead (1/Day). Vraxhin conjures undead creatures whose combined average hit points don’t exceed 600. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 500 feet of Vraxhin and obey its commands until they are destroyed or until Vraxhin dismisses them as an action.
REACTIONS
Magic Absorption. When Vraxhin comes into contact with spell or magical effect, or it is the target of spell attack, or within the area of effect of a spell, it can attempt to absorb the magic. Vraxhin must make an Intelligence (Arcana) check with the DC equal to 25 + the spell's level. On a success, Vraxhin suffers no effects from the spell and instead regains one lost spell slot or use of meta magic. On a failure, the spell works normally, but Vraxhin's magic resistance still applies.
War Casting. When a creature provokes an opportunity attack, Vraxhin may cast a spell with a casting time of 1 action and that targets only that creature, rather than making an opportunity attack.
LEGENDARY ACTIONS
Vraxhin 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. Vraxhin regains spent legendary actions at the start of his turn.
At-Will Spell. Vraxhin casts one of its at-will spells.
Slam. Vraxhin makes a slam attack.
Teleport (Cost 2 Actions). Vraxhin, and anything it is wearing or carrying, can teleport to an unoccupied space it can see within 240 feet of it.
Spell Casting (Costs 3 Actions). Vraxhin casts a spell