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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Bestiary

