D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
Is the white dragon's breath not supposed to do half damage on a passed save?

I may be trying out one in my game tomorrow (slightly adjusted, it will be a ghost!), so I want to make sure the stats are right.
No, that was an accidental casualty of the rewrites and adding the frozen condition. I've added it back now.
 

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dave2008

Legend
DRAGOTHA
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Beyond to the lair of Dragotha, the undead dragon where fabulous riches and hideous death await. - map of White Plume Mountain

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Dracolich by Kanizo

Little remains of Dragotha’s flesh to indicate that this undead horror was once a red dragon. Twin horns snake from the back of his skull; smaller ones are blackened by flame, cracked, splintered, or missing altogether, leaving dark holes that now hold only burrowing parasites. Tattered mem-branes clothe his wings while mummified tissue clings to his tail and massive rib cage. Webs hang from his frame while bright green maggots squirm in his joints. If the presence of this massive skeletal dragon were not enough, Dragotha’s baleful blue stare radiates all the malice and evil that fuels this undead monstrosity. To behold him is to see death.

Consort of Tiamat. Ages ago, Dragotha was a celebrated consort of Tiamat, a mighty red dragon chosen for his strength and cunning, as well as unswerving loyalty to his mistress. He was dutiful and felt an earnest affection for the goddess, sparing him her wrath far longer than any other consort. For all the Dark Lady doted on Dragotha, though, he had little protection from ambitious dragons that craved his vaunted position. Through his long years, he squared off against numerous dragon ascendants, each more powerful than the last.

Dragotha’s fall came when a vicious dragon challenged him. He dealt with the upstart as he had others, tearing out its throat and devouring its heart. Unknown to him, his rival was the son of Tiamat, whose death enraged his mistress. Realizing his doom was at hand, Dragotha fled Tiamat’s realm to find refuge in the mortal world. Even far from cruel talons of his former lover, he knew her servants would find him—and when they did, they would kill him.

The Dragon of Death. Dragotha sought out a powerful priest of the death god, a vile human named Kyuss, who promised immortality in exchange for the dragon’s service. Dragotha agreed, and not long afterward, Tiamat’s spawn indeed descended on the dragon and killed him. As Dragotha lay, broken and dying, Kyuss made good on his vow. Instead of restoring him to life, however, Kyuss transformed Dragotha into a terrifying dracolich.

After this final betrayal, Dragotha withdrew to a hidden cave, contaminating the lands around. Hoarding treasures in the endless depths, the great monster rarely stirs these days. Rumor holds that the dracolich was drawn out of its lair once when adventurers breached the dungeons of White Plume Mountain, and again when Kyuss's cultist sought to elevate the undead priest to godhood.

UNHOLY WAR
As powerful as Dragotha is, its most hated enemies are even more so. If there are two beings in the Multiverse whom Dragotha can be said to despise above all others, they would by Tiamat, the Queen of Dragons, and Kyuss, the Worm that Walks. The former is a goddess; the latter and undead demigod. Both granted Dragotha great power, great authority - and both ultimately betrayed him, leading to his curren adhorrent state.

Many of Dragotha's current schemes are devoted to wreaking horrible vengeance upon those who turned on him - and yet the undead dragon is nothing if not cunning and oh, so patient. At times the dracolich has masqueraded as a loyal servant to both entities, most recently taking part in teh convoluted schemed intended to grant Kyuss true godhood. Though it led the Worm that Walks to believe that its service was genuine, Dragotha sought only to grow close enough to Kyuss to slay the vile priest. It hopes for the opportunity to commit deicide against Tiamat as well, though it is unsure how. Some sages speculate that it seeks to usurp her place as the god of dragons, but Dragotha - though ambitious - currently shows no signs of any such objective. Lately, Dragotha has contemplated turning the followrs of Kyuss and Tiamat against each other, but as yet hasn't come up with a viable way of going about it.

Because of this burning hatred it holds for two beings of ultimate evil, Dragotha could potentially wind up allied with good-aligned adventurers, if their objectives overlap with its own. Anyone who proves worthy, and demonstrates the willingness to take on either the worshipers of Tiamat or mad cults of Kyuss, attracts Dragotha's interest.

Minions of Death. Such is Dragotha’s reputation that the dracolich has acquired misguided cultists who erect shrines in the wreckage of its domain. Since the undead dragon rarely has use for living servants, these feckless acolytes often receive the curse of undeath as their reward for constant service. Thus, over the centuries Dragotha has cultivated a vast army of undead to serve its needs.


Dragotha
Elite Gargantuan undead, chaotic evil
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Armor Class 21 (Natural Armor)
Hit Points 1,110 ((30d20 + 240)x2; bloodied 555)
Speed 70 ft., climb 50 ft., fly 230 ft., swim 50 ft.
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STRDEXCONINTWISCHA
26 (+8)10 (+0)27 (+8)24 (+7)20 (+5)28 (+9)
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Saving Throws Str +19, Dex +9, Con +19, Int +15, Wis +14, Cha +18
Skills Arcana +15, Athletics +19, Intimidation +17, Perception +22
Damage Resistances fire, piercing; bludgeoning and slashing that is not non-magical
Damage Immunities necrotic
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned.
Senses blindsight 120 ft., darkvision 240 ft., passive perception 32
Languages Common, Draconic, Giant, Ignan, Primordial
Challenge 29 (270,000 elite XP) Proficiency Bonus +9
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Colossal. Dragotha's space is 40 feet by 40 feet and it has advantage on saving throws against being physically pushed or knocked prone by a Huge or smaller opponents.

Dragon Traits.* Dragotha can use the following Dragon Tactics: dive, flyby slam, multi-claw, shaped breath, snatch, strafing, sustained breath, tail sweep, throw, wing buffet

Great Wyrm (Elite Trait, recharges after a short or long rest). The first time Dragotha is blooded, all conditions and effects it is suffering end for it, it recharges all of its abilities, and it can use its elite actions.

Magic Weapons. Dragotha’s weapon attacks are considered very rare magical weapons.

Magic Resistance. Dragotha has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against Dragotha has disadvantage on the attack roll.

Marshall Undead. Unless Dragotha is incapacitated, it and undead creatures of its choice within 120 feet of it have advantage on saving throws against features that turn undead.

Necrotic Miasma. When an area is hit by Dragotha’s Necrotic Breath it withers, becoming engulfed in necrotic miasma for 1 minute. The fumes are 20 feet high, opaque, and cover the whole area. A creature takes 21 (6d6) necrotic damage when it ends is turn within 10 feet of the miasma. Additionally, a creature takes the same damage when it enters the miasma for the first time on a turn or ends its turn there.

Unstoppable. At any time, requiring no action, Dragotha can take 30 hit points of damage and immediately end all conditions or effects it is suffering. After taking the damage, Dragotha cannot take reactions until the start of its next turn.

ACTIONS
Multiattack.
Dragotha can use its Frightful Presence. It then makes three attacks: two with is claws and one with its bite or fire blast. Dragotha can substitute a tail attack for a bite or two claw attacks.

Bite. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 21 (6d6) necrotic damage and, if Dragotha wishes, the target must make a DC 25 Strength throw or be grappled. A Large or smaller creature grappled this way is also restrained.

Claw. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 22 (4d6 + 8) slashing damage and, if the dragon wishes, the target must make a DC 25 Strength saving throw or knocked prone or pushed 10 feet, the Dragotha's choice.

Tail. Melee Weapon Attack: +17 to hit, reach 60 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 27 Strength saving throw or be knocked prone and stunned until the end of the Dragotha’s next turn.

Scorching Ray. Dragotha creates three rays of fire that it hurls at its targets. Ranged Spell Attack. +16 to hit, range 120 ft., one to three targets. Hit. 2d6 fire damage per ray.

Necrotic Blast. Dragotha exhales a ball of necrotic energy that streaks to a point of its choice it can see within 200 feet of it, it then explodes into a 15-foot radius ball of necrotic energy. Each creature in the area must make DC 25 Dexterity saving throw, taking 33 (6d10) necrotic damage on a failed save, or half as much damage on a successful one.

Withering Grasp. The dragon selects up to four targets it can see within 120 feet of it, which are grasped by a giant spectral skeletal hand. Each target must make a DC 26 Constitution saving throw or be restrained and loose any resistance to necrotic damage for 1 hour. A restrained target can make an additional saving throw at the end of each of its turns, end the effect on itself on a success.

Frightful Presence. Each creature of the Dragotha’s choice within 240 feet of the Dragotha and aware of it must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute and suffer an indefinite madness (DMG pg 260). A creature can repeat the saving throw at the end of each of its turns, and it is no longer frightened on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Dragotha’s Frightful Presence for the next 24 hours.

Breath Weapons (1/Rest). Dragotha uses one of the following breath weapons. Additionally, targets that fail their saving throw by 10 or more (DC 15) take maximum damage from these attacks. Additionally, any creature that takes damage from the Dragotha's breath weapon must make an additional DC 25 Constitution saving throw or its hit point maximum is reduced by an amount equal to half the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Necroctic Beam. Dragotha exhales a beam of necrotic energy in a 300-foot line that is 5 feet wide. The first creature in the line must make a DC 25 Dexterity saving throw, taking 260 (40d12) necrotic damage or half as much damage on a successful one. Additionally, each creature within a 20-foot radius of the initial target must make a DC 25 Dexterity saving throw, taking 33 (6d10) necrotic damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this attack dies and is burned to a pile of ash.

Necrotic Breath. Dragotha exhales necrotic energy in a 200-foot cone or eight 25-foot-by-25-foot contiguous areas within 100 feet of it. Each creature in that area must make a DC 25 Dexterity saving throw, taking 159 (29d10) necrotic damage and be incapacitated until the end of its next turn on a failed save, or half as much damage on a successful one. Additionally, any magic or active spell of 9th level or lower in the area ends.

Spellcasting. Dragotha is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). Dragotha has the following wizard spells prepared:

Cantrips (at will): guidance, mage hand, prestidigitation, ray of frost
1st level (at will): detect magic, inflict wounds, magic missile, shield, ray of sickness, unseen servant
2nd level (at will): blindness/deafness, detect thoughts, mirror image, scorching ray
3rd level (4 slots): animate dead, counter spell, dispel magic, fireball, haste
4th level (3 slots): blight, confusion, dimension door, dominate beast, ice storm
5th level (3 slots): contagion, cloudkill, dominate person, scrying
6th level (2 slots): disintegrate, create undead
7th level (2 slots): finger of death, plane shift
8th level (2 slots): dominate monster, mind blank, power word stun
9th level (1 slot): power word kill

Recharge. Dragotha recharges its breath weapon and it can use it on its next turn.

BONUS ACTIONS
Quicken Breath (1/ Rest).
Dragotha uses its Necrotic Breath and cannot recharge its Necrotic Breath until it has completed a 10-minute short or long rest.

LEGENDARY ACTIONS
Dragotha 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. If Dragotha has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. Dragotha regains spent legendary actions at the start of its turn.

At-Will Spell. Dragotha casts one of its at-will spells.
Move. Dragotha can move half its current speed.
Wither. Dragotha uses its Wither Grasp action.
Death Jump (Costs 2 Actions). Dragotha creates a 20-radius flash of green light centered on itself and then teleports to an unoccupied space it can see within 240 feet of its initial location, arriving in another 20-radius flash of green light. Each creature within either ball of green light must make a DC 20 Constitution saving throw, taking 21(6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Tail Slam (Cost 2 Actions). Dragotha makes one Tail attack.
Blast (Costs 3 Actions). Dragotha uses its Necrotic Blast attack.

ELITE ACTIONS
If Dragotha's elite trait is active, it can use the options below as legendary actions for 1 hour after using Great Wyrm.

Necrotic Aura. Dragotha erupts in necrotic flames that lash out in a 10-foot radius from it until the end of its next turn. Any creature that starts or ends its turn in the area of the aura, or that touches or hits Dragotha with a melee attack while in the aura takes 21 (6d6) necrotic damage. In addition, Dragotha sheds dim green light in a 60-foot radius and it gains a +4 bonus to its AC from ranged attacks that originate outside the aura while the aura is active.
Paralyzing Gaze (Costs 2 Actions). Dragotha choses a point it can see within 150 feet of it and forces any creature within a 20-foot radius of that point to look into its eyes. The target must make a DC 26 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Draconic Fury (Cost 3 Actions). Dragotha makes a bite and two claw attacks
Spellcasting (Costs 3 Actions). Dragotha cast a spell.


DRAGOTHA'S LAIR
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In the shadow of fabled White Plume Mountain lies a dismal land, a blighted place of gnarled trees, bone fields, and roaming, hungry undead. This the lair of Undead Dragon: Dragotha. More to come...

If Dragotha is encountered in its lair, it has a challenge rating of 30 (155,000 XP / 310,00 XP).

Lair Actions
On initiative count 20 (losing initiative ties), Dragotha takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

  • Dragotha rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • Grasping skeletal hands erupt in a 20-foot radius centered on a point on the ground that Dragotha can see within 240 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 20 Strength saving throw or be restrained by the hands. A creature can be freed if it or another creature takes an action to make a DC 20 Strength check and succeeds. The skeletal hands turn to dust when Dragotha uses this lair action again or when it is reduced to 0 hit points.
  • Dragotha targets any number of creatures it can see within 60 feet of it. No target can regain hit points until initiative count 20 on the next round.
 
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dave2008

Legend
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Mummy Final by Patmos

Mummy, Greater
Medium undead, lawful evil
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Armor Class 17 (Natural Armor)
Hit Points 153 (18d8 + 72)
Speed 20 ft.
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STRDEXCONINTWISCHA
18 (+4)10 (+0)18 (+4)12 (+1)18 (+4)16 (+3)
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Saving Throws Con +9, Int +9, Wis +9, Cha +8
Skills Arcana +6, History +6, Intimidation +8, Religion +6
Damage Resistances Cold
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 90 ft., Passive Perception 14
Languages The languages it knew in life
Challenge 14 (11,500 XP) Proficiency Bonus +5
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Limited Magic Immunity. The mummy is immune to cantrips and it has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against ithas disadvantage on the attack roll.

Necrotic Weapons. The greater mummies weapon attacks are magical and deal an extra 14 (4d6) necrotic damage on a hit. Additionally, the greater mummy wields a magic +1 kopesh. When the mummy lord is destroyed the kopesh crumbles into sand and is reformed with the mummy's body (see rejuvenation).

Negative Energy Aura. The greater mummy is surround by an aura of negative energy. The mummy can sense the ka of living creatures in the aura, gaining knowledge of their health: their current hit points, any conditions they are suffering, etc. Additionally, any living creature within 60 feet of the mummy can't regain hit points.

Regeneration. The greater mummy regains 15 hit points at the start of each of its turns. If it is sprinkled with holy water or takes fire damage when it reaches 0 hit points, this trait doesn’t function at the start of its next turn and it is destroyed (see rejuvenation).

Rejuvenation. A destroyed greater mummy gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy's heart.

Undead Fortitude. A greater mummy does not take extra damage from critical hits.

ACTIONS
Multiattack. The mummy can use its Dreadful Glare and makes two melee attacks.

Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

If a Large or smaller creature is hit by two rotting firsts on the same turn, it is also grappled.

Kopesh. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 5) slashing damage plus 14 (4d6) necrotic damage.

Dreadful Glare. The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and the greater mummy for the next 24 hours.

Burial Magic (1/Short Rest each). The greater mummy creates one of the following magical effects.
  • Animate Dead. The greater mummy selects up to 4 dead humanoids within 120 feet of it. The targets rise as zombies. The zombies act on their own initiative, are allies with the greater mummy and listen to its commands.
  • Desert Petrification. The greater mummy selects one creature it can see within 120 feet of it. The creature must succeed on a DC 16 Constitution saving throw. On a failed save, the creature begins to turn to sand and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature turns into a sandstone statue until freed by the greater restoration spell or other magic.
  • Plague Swarm. The greater mummy selects a point it can see within 120 feet of it and conjures a 20-foot-radius sphere of biting insects. The swarm spreads around corners, and its area is heavily obscured. The swarm lingers in the air until it dissipates at the start of the mummy's next turn.
    Each creature within the swarm at the start of its turn must make a DC 16 Constitution saving throw. On a failure, the creature takes 22 (4d10) poison damage and cannot take bonus actions or reactions and has disadvantage on its attacks, checks, and saving throws until the end of the mummies next turn. On a success, the creature takes half as much damage.
Sandstorm Breath (Recharge 5-6). The greater mummy exhales a 60-foot cone of sand. Each creature in the cone must make a DC 16 Dexterity saving throw, taking 44 (8d10) slashing damage on a failed save, or half as much on a success.

Sandy Teleport. If the mummy is standing on sand or sandstone it can teleport up to 60 feet to an unoccupied area it can see. The location it teleports to must also be made sand or sandstone.

REACTIONS
Bandage Parry. The mummy adds 5 to its AC against one ranged attack that would hit it. To do so, the mummy must see the attacker.

Rotting Grasp. A creature that ends its turn grappled by the greater mummy takes 14 (4d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until removed by a greater restoration spell, similar powerful magic, or the target ingests the desiccated blood of a greater mummies heart. The target dies if this effect reduces its hit point maximum to 0, crumbling into a pile of sand.

LEGENDARY ACTIONS
The mummy can take 3 legendary actions, choosing from the options below. It can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. The mummy regains spent legendary actions at the start of its turn

Blinding Dust. Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.
Glare. The mummy uses its Dreadful Glare.
Blasphemous Word (Costs 2 Actions). The mummy lord utters a blasphemous word. One living creature that the greater mummy can see within 60 feet of it, that can hear the magical utterance, and has less than 75 hit points is stunned until the end of the greater mummy's next turn.
Teleport (Cost 2 Actions). The greater mummy uses its teleport action.
Multiattack (Costs 3 Actions). The greater mummy makes two melee attacks.
Desert Magic (Cost 3 Actions). The greater mummy recharges its Desert Petrification, if needed, and uses this magic.

A GREATER MUMMY'S LAIR
The greater mummy has the same lair, lair actions, and regional effects of a Mummy Lord.
 
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dave2008

Legend
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wraith homm III by soft-h

Shadow Wraith
Medium undead, neutral evil
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Armor Class 14
Hit Points 85 (10d8 + 40; bloodied 42)
Speed 0 ft., fly 60 ft. (hover)
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STRDEXCONINTWISCHA
8 (-1)18 (+4)18 (+4)14 (+2)16 (+3)17 (+3)
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Saving Throws Wis +6, Cha +6
Skills Stealth +6
Damage Resistance acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing From nonmagical attacks that aren't silvered
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses Darkvision 60 Ft., passive Perception 12
Languages the languages It knew In life
Challenge 7 (2,900 XP) Proficiency Bonus +3
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Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Incorporeal Stealth. While in dim light or darkness, the wraith can take the Disengage or Hide action as a bonus action.

Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Life Drain. The wraith chooses on creature within 5 feet of it. The target must make a DC 15 Constitution saving throw, suffering one level of exhaustion, taking 21 (6d6) necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken on a failed save, or half as much damage on a successful one. This reduction and exhaustion last until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0

Necrotic Bolt. Ranged Spell Attack. +6 to hit, range 60 ft., one creature. Hit. 13 (3d8) necrotic damage, and the target can’t regain hit points until the end of the wraith's next turn.

BONUS ACTIONS
Create Specter.
The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than ten specters under its control at one time.

Shadow Step (when Bloodied). If the wraith is in dim light or shadows it can teleport to another area of dim light or shadows within 60 feet of it.
 
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Stalker0

Legend
Shadow Wraith
Medium undead, neutral evil
Simple, and yet can be really scary with its solid Life Drain effect. You might consider buffing this up to a CR 9, as that is when party's are more expected to have Greater Restoration type effects handy, otherwise this creature might really wreck a player's entire adventuring day.
 

dave2008

Legend
Simple, and yet can be really scary with its solid Life Drain effect. You might consider buffing this up to a CR 9, as that is when party's are more expected to have Greater Restoration type effects handy, otherwise this creature might really wreck a player's entire adventuring day.
The exhaustion goes away on a long rest, so I don't think it is to terrible.
 

Stalker0

Legend
The exhaustion goes away on a long rest, so I don't think it is to terrible.
Its fair, and probably on the DM to consider. If the DM wants to put it in at the beginning of the day, it will have a much bigger impact compared to at the end.....but lots of monsters have that kind of consideration.

As soon as I saw it, my first thought was have it pop through the wall of a dungeon after the party just took out a boatload of kobolds or something, and watch the undead rise :)
 


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