Kryx RPGThemesMonsters
Death Tyrant

Death Tyrant

Large undead
Challenge
14

STR
0
DEX
2
CON
2
INT
4
WIS
2
CHA
4

187
25d10+50
22
Soak
2
Fort
+7
Ref
+6
Will
+9
Defense note natural armor
Damage immunities poison
Condition immunities charmed, diseased, exhausted, paralyzed, petrified, poisoned, prone

Speed 0 m., fly 4 m. (hover)
Skills Insight +2 (13), Perception +9 (20)
Senses darkvision 20 m.
Languages Aklo, Undercommon

Negative Energy Cone. The death tyrant’s central eye emits an invisible, magical 20-meter cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces and whether the cone is active.

Any creature in that area can’t regain health. Any humanoid that dies there becomes a zombie under the tyrant’s command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn’t been completely destroyed.

Spellcasting. The death tyrant’s spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It has 14 mana, a mana limit of 3, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 18th-level spellcaster): distract, message, mind thrust

1 mana: agonizing rebuke, call to mind, mind over body, mind trap, nondetection, psychic fortress, thought shield

2 mana: stasis

Actions (2)

Bite (1/turn). Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 14 (4d6) piercing damage.

Eye Rays (1/turn). The death tyrant shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 20 meters of it:

  1. Charm Ray. The targeted creature must succeed on a DC 17 Will saving throw or be charmed by the death tyrant for 1 hour, or until the death tyrant harms the creature.

  2. Paralyzing Ray. The targeted creature must succeed on a DC 17 Fortitude 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.

  3. Fear Ray. The targeted creature must succeed on a DC 17 Will saving throw or be frightened 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.

  4. Slowing Ray. The targeted creature must succeed on a DC 17 Will saving throw. On a failed save, the creature is staggered and its speed is halved for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  5. Enervation Ray. The targeted creature must make a DC 17 Fortitude saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

  6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 17 Reflex saving throw or the death tyrant moves it up to 5 meters in any direction. It is restrained by the ray’s telekinetic grip until the start of the death tyrant’s next turn or until the death tyrant is incapacitated. If the target is an object weighing 150 kilos or less that isn’t being worn or carried, it is moved up to 5 meters in any direction. The death tyrant can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

  7. Sleep Ray. The targeted creature must succeed on a DC 17 Will saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature uses an action to wake it. This ray has no effect on constructs and undead.

  8. Petrification Ray. The targeted creature must make a DC 17 Fortitude saving throw. On a failed save, the creature begins to turn to stone 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 is petrified until freed by the restoration spell augmented to greater restoration or other magic.

  9. Disintegration Ray. If the target is a creature, it must succeed on a DC 17 Reflex saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 health, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 2-meter cube of it.

  10. Death Ray. The targeted creature must succeed on a DC 17 Reflex saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 health.

Legendary Actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The death tyrant regains spent legendary actions at the start of its turn.

Eye Ray. The death tyrant uses one random eye ray.

Lair Actions

On initiative count 20 (losing initiative ties), the death tyrant takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:

  • An area that is a 10-meter cube within 20 meters of the tyrant is filled with spectral eyes and tentacles. To creatures other than the death tyrant, that area is lightly obscured and difficult terrain until initiative count 20 on the next round.

  • Walls sprout spectral appendages until initiative count 20 on the round after next. Any creature, including one on the Ethereal Plane, that is hostile to the tyrant and starts its turn within 2 meters of a wall must succeed on a DC 17 Reflex saving throw or be grappled. Escaping requires a successful DC 17 Acrobatics or Brawn check.

  • A spectral eye opens in the air at a point within 10 meters of the tyrant. One random eye ray of the tyrant shoots from that eye, which is considered to be an ethereal source, at a target of the tyrant’s choice. The eye then closes and disappears.

Regional Effects

The region containing the death tyrant's lair is warped by the death tyrant’s magic, which creates one or more of the following effects:

  • Creatures within 2 kilometers of the tyrant’s lair sometimes feel as if they’re being watched even when they aren’t.

  • When a creature hostile to the tyrant and aware of its existence finishes a long rest within 2 kilometers of the tyrant’s lair, roll a d10 for that creature. On a roll of 5 or lower, the creature is subjected to one random eye ray of the tyrant.

If the death tyrant dies, these effects fade over the course of 1d10 days.

Underdarkmm

No concoctions, maneuvers, or spells

All monsters in this system should have maneuvers or spells. You should add some maneuvers or spells to this monster. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all monsters via https://github.com/mlenser/kryx-rpg-issues/issues/9