Forgotten Regent

Medium Undead, lawful neutral (CR 10)

Armor Class 17 natural armor

Hit Points 187 (22d8+88)🎲

Speed 30 ft., fly 50 ft.


STR

21 (+5)

DEX

10 (+0)

CON

18 (+4)

INT

13 (+1)

WIS

14 (+2)

CHR

21 (+5)


Skills perception 2

Senses darkvision 60', passive Perception 16

Languages any languages it knew in life

Challenge Rating 10

Actions

Multiattack.

Two Frozen Rune Maul or Frost Blast attacks.

Frozen Rune Maul.

Melee Weapon Attack: +9 to hit, 5 ft., one target, 14 (2d8+5) bludgeoning damage + 7 (2d6) cold.

Frost Blast.

Ranged Spell Attack: +9 to hit, 120 ft., one target, 19 (4d6+5) cold.


sizeMedium

typeUndead

group

alignmentlawful neutral

strength_save

dexterity_save4

constitution_save

intelligence_save

wisdom_save6

charisma_save

perception2

damage_vulnerabilities

damage_resistancesacid, cold, fire, lighting, thunder; nonmagic B/P/S attacks not made w/silvered weapons

damage_immunitiescold, necrotic, poison

condition_immunitiescharmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

cr10

reactions

legendary_desc

legendary_actionsname: Army of the Damned,desc: Raises an arm into the air sending out a chill wind that empowers Undead allies. Each friendly Undead within 30' of it gains 10 temp hp.,name: Teleport (2),desc: Magically teleports along with any items worn or carried up to 120' to an unoccupied spot it sees.,name: Frozen Rune Maul (2),desc: Makes one Frozen Rune Maul attack.

special_abilitiesname: Frozen Reign,desc: When a friendly Undead within 30' of regent hits with any weapon weapon deals an extra 4 (1d8) cold.,name: Incorporeal Movement,desc: Move through others/objects as difficult terrain. Takes 5 (1d10) force if it ends turn in object.,name: Legendary Resistance (3/Day),desc: Choose to succeed failed save.,name: Turning,desc: [+]Defiance[/+] It and any Undead within 30' of it: advantage on saves vs. turn undead.,name: Undead Nature,desc: Doesn't require air food drink or sleep.,name: Glacier Imprisonment (Recharge 6),desc: One creature regent can see within 60' of it: DC 16 Con save. If save fails by 5+ creature is instantly petrified in magical ice block. Otherwise creature that fails save begins to freeze and is restrained. Restrained creature must re-save at end of its next turn becoming petrified in magical ice block on a failure or ending effect on a success. Petrification lasts until creature is freed by greater restoration spell or other magic. Or the ice block can be attacked and destroyed (AC 15; hp 30; vulnerability to fire; immunity to poison and psychic) freeing the creature. When ice block takes damage that isn’t fire petrified creature takes half the damage dealt to the ice block.,name: Frozen Citizenry (1/Day),desc: Magically calls 2d4 skeletons or zombies (regent’s choice) or two glacial corruptors (see Tome of Beasts 2). Called creatures arrive in 1d4 rounds acting as allies of the regent and obeying its spoken commands. The Undead remain for 1 hr until regent dies or until regent dismisses them as a bonus action.

spell_list

page_no187

document__license_urlhttp://open5e.com/legal

document__slugtob3

document__titleTome of Beasts 3

document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/

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Tome of Beasts 3, page no. 187
Other formats: JSON

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