Page 50 - Monster Manual Expanded III Dragonix
P. 50

A Hierophant of Annihilation's Lair                    hierophant’s foul magic, which creates one or more of the
                                                               following effects:
        Each Hierophant of Annihilation is in charge of defending a region
        in Thanathos, the 113th layer of the Abyss and home of Orcus.   •  All normal plant life within 1 mile of the lair wither and die and
        Each occupies a towering fortress made from stone, bones, and   water sources within 1 mile of the lair are supernaturally fouled.
        flayed skins. Ghouls, ghasts, bodaks, and maurezhis prowl its   Creatures that drink such water regurgitate it within minutes.
        halls, ready to act on the hierophant's bidding. If a Hierophant is   •  Beasts must make a DC 15 Wisdom saving throw at the end
        sent to the Material Plane, it constructs an identical lair.  of each minute spent within 1 mile of the lair or become
                                                                 frightened until they are no longer within 1 mile of the lair.
                                                                 While frightened in this way, the beast must take the Dash action
        Lair Actions
                                                                 and move away from the lair by the safest available route on each of
        On initiative count 20 (losing initiative ties), the hierophant takes
                                                                 its turns, unless there is nowhere to move, in which case it needn't
        a lair action to cause one of the following effects; the hierophant
                                                                 take the Dash action. The beast can repeat the saving throw at the
        can’t use the same effect two rounds in a row:
                                                                 end of each of its turns, ending the effect on itself on a success.
        •  The hierophant innately casts chill touch.            If a beast's saving throw is successful or the effect ends for it, the
        •  The hierophant innately casts dispel magic.           creature is immune to this regional effect for the next 24 hours.
        •  The hierophant causes up to three corpses within the lair to   •  Skeletons, zombies, ghouls, ghasts, and wights within 1 mile of
          rise as skeletons, zombies, or ghouls. These undead obey its   the hierophant’s lair serve as the hierophant’s eyes and ears.
          telepathic commands, which can reach anywhere in the lair.
                                                               If the hierophant dies, these effects fade over the course of 1-10
        Regional Effects                                       days.
        The region containing a hierophant’s lair is warped by the




         Hierophant of Annihilation                            Actions

         Huge fiend (demon), chaotic evil                      Multiattack. The hierophant makes two melee attacks.
                                                               Fist. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit:
         Armor Class 17 (natural armor)                        14 (2d6 + 7) bludgeoning damage plus 11 (2d10) necrotic damage.
         Hit Points 250 (20d12 + 120)
                                                               Vestigial Wing. Melee Weapon Attack: +13 to hit, reach 20 ft., one
         Speed 40 ft., fly 40 ft.
                                                               target. Hit: 17 (3d6 + 7) piercing damage.
             STR           DEX           CON           INT           WIS           CHA   Innate Spellcasting. The hierophant’s spellcasting ability is
                 24 (+7)      15 (+2)      22 (+6)      20 (+5)      20 (+5)      22 (+6)  Charisma (spell save DC 20, +12 to hit with spell attacks). It can
                                                               innately cast the following spells, requiring no material components:
         Saving Throws Str +13, Con +12, Wis +11, Cha +12      At will: chill touch (3d8), detect magic
         Damage Resistances cold, fire, lightning; bludgeoning, piercing,   3/day: animate dead, dispel magic
           and slashing from nonmagical attacks                1/day each: circle of death
         Damage Immunities necrotic, poison
                                                               Teleport. The hierophant magically teleports, along with any
         Condition Immunities poisoned
                                                               equipment it is wearing or carrying, up to 120 feet to an unoccupied
         Senses truesight 120 ft., passive Perception 15
                                                               space it can see.
         Languages Abyssal, Common, telepathy 120 ft.
         Challenge 19 (22,000 XP)      Proficiency Bonus +6    Bonus Actions
                                                               Aura of Annihilation. The hierophant activates or deactivates this
         Death Gaze. When a creature that can see the hierophant’s eyes
                                                               feature. While active, the aura deals 10 necrotic damage to any
         starts its turn within 40 feet of the hierophant, the hierophant can
                                                               creature that ends its turn within 40 feet of the hierophant. Undead
         force it to make a DC 20 Constitution saving throw if the hierophant
                                                               and fiends ignore this effect.
         isn’t incapacitated and can see the creature. If the saving throw fails
         by 5 or more, the creature is reduced to 0 hit points, unless it is   Legendary Actions
         immune to the frightened condition. Otherwise, a creature takes 27
                                                               The hierophant gains 3 legendary actions, choosing from the options
         (5d10) psychic damage on a failed save.
                                                               below. Only one legendary action option can be used at a time and
           Unless surprised, a creature can avert its eyes to avoid the
                                                               only at the end of another creature's turn. The hierophant regains
         saving throw at the start of its turn. If the creature does so, it has
                                                               spent legendary actions at the start of its turn.
         disadvantage on attack rolls against the hierophant until the start of
         its next turn. If the creature looks at the hierophant in the meantime,   Teleport. The hierophant uses its teleport action.
         it must immediately make the saving throw.            Wing. The hierophant attacks with its Vestigial Wing.
           Unless the hierophant already has three bodaks under its control,   Stinger (Costs 2 Actions). Melee Weapon Attack: +13 to hit, reach
         a humanoid creature slain by the hierophant's Death Gaze rises as     15 ft., one creature. Hit: 17 (3d6 + 7) piercing damage, and the
         a bodak at the start of the hierophant's next turn and is under the     target must succeed on a DC 20 Constitution saving throw or
         hierophant's control.                                   become poisoned. While poisoned, the target is also paralyzed. The
                                                                 target can repeat the saving throw at the end of each of its turns,
         Magic Weapons. The hierophant's weapon attacks are magical.
                                                                 ending the effect on itself on a success..
         Magic Resistance. The hierophant has advantage on saving throws   Withering Gaze (Costs 2 Actions). One creature that the hierophant
         against spells and other magical effects.               can see within 60 feet of it must make a DC 20 Constitution saving
                                                                 throw, taking 27 (5d10) necrotic damage on a failed save, or half as
         Sunlight Hypersensitivity. The hierophant takes 5 radiant
                                                                 much damage on a successful one.
         damage when it starts its turn in sunlight. While in sunlight, it has
         disadvantage on attack rolls and ability checks.
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