Reaper by Disse86
Myrkul | Challenge 28 |
Large elite undead (avatar), neutral evil | 240,000 elite XP |
Armor Class 22 (natural armor)
Hit Points 930 (60d10 + 600); bloodied 465
Speed 60 ft., fly 120 ft.
STR | DEX | CON | INT | WIS | CHA |
24 (+7) | 26 (+8) | 30 (+10) | 30 (+10) | 28 (+9) | 28 (+9) |
Saving Throws Dex +16, Con +18, Wis+17, Cha +17
Skills Arcana +26, Deception +17, History +18, Insight +17, Intimidation +17, Perception +17, Religion +18
Damage Resistances lightning, psychic
Damage Immunities cold, necrotic, poison; damage from nonmagical attacks
Condition Immunities charmed, deafened, exhaustion, frightened, petrified, poisoned
Senses truesight 300 ft., Passive Perception 27
Languages All, telepathy 800 ft.
Proficiency +8;
Maneuver DC 24
Divine Rejuvenation (Elite Trait, 1/Rest). When Myrkul is first
bloodied, all conditions and effects he is suffering end for him, all of his abilities recharge, and he can use his Elite Traits and Actions for 1 hour.
Divine Might. Myrkul's attacks ignore all resistances of creatures below level/CR 18 and he deals maximum damage on the initial damage of a critical hit.
Divine Nature. Myrkul can’t be surprised or changed into another form against his will. Myrkul can’t be targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense his emotions or read his thoughts. Wisdom (Insight) checks made to ascertain his intentions or sincerity have disadvantage. Additionally, Myrkul doesn’t require air, food, drink, or sleep.
Divine Spellcaster.* In addition to his innate spellcasting, Myrkul knows all spells available to Wizards, Sorcerers and Warlocks and can cast each spell once per day at 9th level.
*
This trait is not included in Myrkul's CR. If you wish to make use of this trait, increase his CR to 30 and award 310,000 elite XP for defeating Myrkul.
God of Death. A creature that makes a death saving throw within 1000 feet of Myrkul must roll a 15 to succeed.
Limited Magic Immunity. Unless he wishes to be affected, Myrkul is immune to cantrips and he has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Myrkul has disadvantage on the attack roll.
Lord of bones. When Myrkul casts
animate dead or
create undead he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast create undead even when it isn’t night.
Innate Spellcasting. Myrkul's spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). Myrkul can innately cast the following spells requiring no components:
At will:
animate dead, create undead,
detect magic, detect thoughts, dispel magic, enlarge/reduce, polymorph, bestow / remove curse, scrying, sending, telekinesis
3/day each:
arcane gate, creation, danse macabre, divine word, etherealness, fordiddance, (un)holy aura, symbol, teleport
1/day each:
animate lich, gate, ruin,
wish
DIVINE ACTIONS
Myrkul can take 5 divine actions, choosing from the options below. He can use one divine action option on his turn or at the end of another creature's turn. Any unused divine actions can be taken at the end of the round. Myrkul regains spent divine actions at the start of his turn.
Scythe of Reaping. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 10) magical slashing damage plus 36 (8d8) necrotic damage. The target must succeed on a DC 26 Constitution saving throw or it’s hit point maximum is decreased by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. If the target is killed by this attack, its soul is absorbed into the Scythe and can only be released if Myrkul wishes.
Arise. Myrkul draws a soul, use the stats for a
Shadow Wraith, out of his scythe to fight for him. The soul rolls for his own initiative. Myrkul has total control over the soul. There can be only one soul active at time.
Elite Recovery. Myrkul ends one negative effect currently affecting him. He can do so as long as he has at least 1 hit point, even while
unconscious or
incapacitated.
Regenerate. Myrkul regenerates 30 hit points or reattaches a severed body part.
Teleport. Myrkul magically teleports up to 120 feet to an unoccupied space he can see.
Conjure Undead (Cost 2 Actions; 1/day). Myrkul conjures undead creatures whose combined hit points don’t exceed 1000. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Myrkul and obey his commands until they are destroyed, Myrkul dismisses them as a bonus action, or Myrkul is reduced to 0 hit points.
Spell Casting (Costs 2 Actions). Myrkul casts a spell.
Multiattack (Cost 3 Actions). Myrkul makes three Scythe of Reaping attacks. Myrul can cast a spell in place of two Scythe attacks.
Death’s Door (Cost 3 Actions, Recharge 6). Myrkul chooses one target within 60 feet of him and the target must make a DC 26 Constitution saving throw or have its current hit points are reduced to 1.
Disrupt Life (Costs 3 Actions). Each living creature within 60 feet of Myrkul must make a DC 26 Constitution saving throw, taking 65 (10d12) necrotic damage on a failed save, or half as much damage on a success. Any undead in the area instead gain hit points equal to the amount of necrotic damage.
ELITE ACTIONS
Dread Stare (Costs 2 Actions). Myrkul fixes his gaze on one creature he can see within 30 feet of it. The target must succeed on a DC 26 Wisdom saving throw, becoming paralyzed for 1 minute on a failure. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to Myrkul’s dread stare for the next 24 hours.
Sudden Death (Costs 4 Actions). Myrkul teleports and then makes a Scythe of Reaping attack on all targets within his reach.