THE DARK BISHOPS Medium Undead (minion), Lawful Evil

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THE DARK BISHOPS Medium Undead (minion), Lawful Evil Armor Class 13 (clerical robes) Hit Points 99 (18d8 + 18) Speed 0 ft, flying 40 ft. (hover) 10 (+0) 16 (+3) 12 (+1) 13 (+1) 17 (+4) 8 (-1) Senses darkvision 120 ft., passive Perception 14 Languages none Challenge 3 (700 XP) Dark Bolts. Ranged magic attack: +5 to hit, range 60 ft., one target. Hit: 21 (4d6 + 7) necrotic damage. RE Teleport. Each time a dark bishop dies, all remaining bishops teleport up to 60 ft. Death Burst. When a dark bishop dies, it implodes in a vortex of necromatic energy. Each living creature within 5 ft must succeed at a DC 14 Constitution save or lose one hit die.

FOUR-ARMED IRON GOLEM SOUL DRIVER Large construct, unaligned Armor Class 20 (natural armor) Hit Points 210 (20d10 + 100) Speed 25 ft. (cannot dash) 24 (+7) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5) Damage Resistances fire, poison, psychic; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands the language of its creator but can't speak Challenge 16 (15,000 XP) Magic Resistance. The golem has advantage on saving throws against spells or other magical effects. Magic Weapons. The golem's weapon attacks are magical. Soul Engine. The golem begins the encounter with three souls trapped in the iron spheres on its back. Scoring a critical hit against the golem damages the engine, freeing a random soul. Multiattack. The golem makes four censer flail attacks. Censer Flail. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage, and the target is knocked prone. Censor Flail Barrage. The golem may burn a soul from its soul engine to enter a frenzy. Each creature within 10 ft must make a DC 20 Constitution save or be poisoned (save ends), pushed outside the golems' reach, and knocked prone. A creature that fails their saving throw by 5 or more also lose 1d4 hit die. Ghoul Vomit Spray. The golem may burn a soul from its soul engine to regurgitate ghoul vomit in a 15 ft. cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 45 (4d8 + 27) acid damage and contracting ghoul stench on a failed save, or half as much damage on a successful one. Ghoul Stench: Until the end of the game, creatures with ghoul stench and any adjacent living creatures have disadvantage when making Constitution saving throwas and ability checks. RE Soul Trap. The souls of creatures killed by the golem are restrained by the soul engine (DC 18 check to escape). If the golem is reduced to 0 HP, the soul engine explodes, freeing the trapped souls. Noxious Fumes. The golem emits a haze of combustable fumes. The first time the golem takes fire damage each turn, each other creature within 10 ft must make a DC 20 Dexterity saving throw taking 18 (3d8 + 5) fire damage and being knocked prone on a failed save,or half as much damage on a successful one.

HALF-WIGHT DEATH GIANTS Large giant (undead), neutral evil Armor Class 15 (patchwork armor) Hit Points 143 (14d10 + 70) Speed 40 ft. 23 (+6) 9 (-1) 21 (+5) 9 (-1) 10 (+0) 12 (+1) Saving Throws Con +9, Wis +4, Cha +5 Damage Resistances necrotic; bludgeoning, slashing, and piercing from non-magical weapons that aren't silvered Condition Immunities disease, exhaustion, poison Senses darkvision 90 ft., passive Perception 13 Languages Giant Challenge 8 (3,900 XP) Soul Shroud. At the start of the encounter, the giant has two souls restrained within the shroud. If there are no souls in the shroud, the giant has disadvantage on its attacks. Multiattack. The giant makes two serrated greataxe attacks. Serrated Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) slashing damage. If the death giant rolls two dice for its attack and both results would hit, the target is also flung onto a spike formation or into the crevace. Reave Soul. The death giant consumes a soul in its shroud and makes a serrated greataxe attack. If the attack hits, the target gains a level of exhaustion. Soulfire Burst(Recharge special). Melee Magic Attack: +9 to hit, each adjacent living creature. Hit: 18 (4d8) necrotic damage. The giant inhales a soul from its soul shroud to recharge this attack. RE Soulcatcher. When a creature dies within 20 ft of the giant, its soul is restrained by the soul shroud (DC 14 Charisma check to escape).

ENDLESS HORDE OF WRAITH LEGIONNAIRES Medium undead (specter), chaotic evil Armor Class 14 (ethereal leather armor) Hit Points 22 (5d8) Speed 0 ft., fly 50 ft. (hover) 16 (+3) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0) Damage Resistances acid, cold, lightning, fire, thunder; bludgeoning, piercing, and slashing from non-magical weapons that aren't silvered Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 10 Challenge 1 (200 XP) Incorporeal Movement. The legionnaire can move through other creatures and objects as if they were difficult terrain. It takes 6 (1d10) force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the legionnaire has disadvantage on attack rolls, as well as Wisdom checks that rely on sight. Mob. Instead of making an attack roll, for every three allies that are adjacent to a target one legionnaire automatically hits with an attack. Mace of Enervation. Melee weapon attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 3) necrotic damage and the target's maximum hit point total is reduced by 3. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

WRAITH PHALANX CAPTAIN Medium undead, neutral evil Armor Class 15 (ethereal chain armor) Hit Points 67 (9d8 + 27) Speed 0 ft., fly 60 ft. (hover) 6 18 (+4) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2) Damage Resistances acid, cold, lightning, fire, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 12 Challenge 5 (1,800 XP) Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 6 (1d10) force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as Wisdom checks that rely on sight. Multiattack. The wraith makes two greater sword of draining attacks. Greater Sword of Draining. Melee weapon attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) necrotic damage. If at least one of the weapon damage die is a natural 10, the target also loses 1 hit die. If the target has no hit die to lose, the attack deals max damage instead. Smite Living. The wraith makes a greater sword of draining attack. If the attack hits, it instead deals 26 (4d10 + 4) necrotic damage and the target is frightened of the wraith. Create Spectre. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a legionnaire under the wraith's control. RE Command Undead (Recharge 5-6). If the wraith disengages from an enemy, all legionnaires it commands may take a move up to their speed. Master of the Legion. If the wraith is attacked and a legionnaire is adjacent to the attacker, then that legionnaire may make an opportunity attack against the attacker as a reaction.

WHIRLWIND OF LIVING INVISIBLE DANCING KHOPESHES OF EXTINCTION Large construct (living trap), unaligned Armor Class 17 (natural armor) Hit Points 143 (22d10 + 22) Speed 0 ft., fly 50 ft. (hover) 14 (+2) 15 (+2) 12 (+1) 1 (-5) 5 (-3) 1 (-5) Saving Throws Dex +4 Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned Senses blindsight 120 ft., passive Perception 7 Challenge 8 (3,900 XP) Antimagic Susceptibility: The whirlwind is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the whirlwind become visible until the end of the encounter and must succeed on a Constitution saving throw against the caster's spell save DC or lose its actions for 1d3+1 rounds. Invisible. The whirlwind is invisible. Detection requires a DC 13 Wisdom (perception) check. While invisible, the whirlwind has advantage on its attacks and other creatures have disadvantage when attacking it. Swarm. The swarm can occupy another creature's space and vice cersa, and the swarm can move through any opening large enough for a khopesh. The swarm cannot regain hit points or gain temporary hit points. Swarm Attack. The whirlwind makes a vorpal khopesh attack against each creature in its space. Vorpal Khopesh. Type: +7 to hit, reach 0 ft., one target. Hit: 20 (4d8 + 2) slashing damage (ignores resistance to slashing damage) and the crit range against that target is 19-20 until the end of the whirlwind's next turn. RE Decapitate. When the whirlwind rolls a natural 20 on its attack roll, it cuts off the target's head. If the creature doesn't have or need a head, it takes an additional 27 (6d8) slashing damage instead. Creatures immune to slashing damage are immune to decapitate. Exterminate. If the whirlwind reduces a creature to 0 hit points, that target must succed at a DC 16 Constitution save or it dies, as does every member of its race on all planes. Subsequent attempts to stead the tomb under this DM may not include a member of the exterminated race.

EYE OF TRICKS AND TRAPS Tiny construct (homunculus), neutral Armor Class 13 (armor) Hit Points 50 (20d4 + 0) Speed 0 ft., fly 40 ft. 1 (-5) 16 (+3) 10 (+0) 18 (+4) 11 (+0) 11 (+0) Saving Throws Int +6 Condition Immunities charmed, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the language of its creator but can't speak Challenge 2 (450 XP) Trap Master. Creatures within the line of sight of the eye have disadvantage on ability checks and saving throws related to resisting or disarming traps. A creature can spend Inspiration to make themselves or an ally immune to this effect until the end of the encounter. Summon Trap. The eye summons a random trap, which immediately targets a creature in its quadrant. 1. Crushing Walls. A steel wall surrounds the target on all sides. The walls close in dealing 20 (3d10 + 4) bludgeoning damage unless the target succeeds at a DC 16 Strength saving throw to hold them at bay. The wall blocks line of sight and restrains the target until the start of its next turn. 2. Pit Trap. A pocket dimension opens up underneath the target. Unless the target succeeds at a DC 16 Dexterity save, it falls into the pit and disappears. At the end of the target's next turn, it appears from nowhere, falling prone on the floor and taking 20 (3d10 + 4) bludgeoning damage. 3. Poison Darts. A volley of poisoned darts strike the target from behind. The target is poisoned until the end of its next turn and must succeed at a DC 16 Constitution save or take 20 (3d10 + 4) poison damage. 4. Puzzling Couplet. The eye projects and illusionary puzzle within the target's mind. The target loses its concentration and must succeed at a DC 16 Inteligence check to solve the puzzle or take 20 (3d10 + 4) psychic damage. 5. Lesser Maze. The target is blinded until the start of its next turn as an illusion of a maze obscures its true surroundings. The target must succeed at a DC 16 Wisdom saving throw or move up to it's full movement towards the whirlwind of living khopeshes of extinction. 6. Charmed. The target must succeed at a DC 16 Charisma save or immediately make an attack against the nearest ally as a reaction. If the attack hits, it deals ½ damage and the target takes the same amount of psychic damage. RE Project Image. The first time each creature attacks the eye, the attack misses and the eye teleports to an adjacent quadrant.

CONGREGATION OF LICH NECROMANCERS Huge swarm (undead), neutral evil Armor Class 15 (natural armor) Hit Points 171 (18d12 + 54) Speed 30 ft. 13 (+1) 16 (+3) 16 (+3) 18 (+4) 12 (+1) 16 (+3) Saving Throws Con +7, Int +8, Wis +5 Damage Resistances cold, lightning, necrotic Damage Immunities poison, bludgeoning, piercing, and slashing from non-magical weapons Condition Immunities charmed, exhaustion, frightened, paralysed, poisoned Senses truesight 120 ft., passive Perception 5 Languages the languages they knew in life Challenge 9 (5,000 XP) Freezing Claws. Creatures that end their turn in the swarm's space must succeed at a DC 15 Strength saving throw or be restrained by the swarm. At the start if the swarm's turn, each creature that it restrains loses 1 hit die. If a restrained creature has no hit die to lose, the swarm sinks in the floor, dragging that creature to hell with it. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a medium creature. The swarm cannot regain hit points or gain temporary hit points. Enervating Tendrils. Once per combat, the lich's magic hungrily reaches out in advance of the swarm. Creatures within 10 feet of the swarm must succeed at a DC 16 Wisdom save or gain disadvantage on Strength and Dexterity ability checks until the end of their next turn.

IRON LICH NECROLITH Large shadow animate (construct, undead), lawful evil Armor Class 20 (shadow armor) Hit Points 170 (20d10 + 60) Speed 20 ft. 22 (+6) 11 (+0) 16 (+3) 20 (+5) 17 (+3) 20 (+5) Saving Throws Str +12 Damage Vulnerabilities acid Damage Resistances bludgeoning, piercing, and slashing damage from magical weapons Damage Immunities necrotic, poison, psychic Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, restrained, stunned Senses blindsight 60 ft., passive Perception 19 Languages -- Challenge 18 (20,000 XP) Body Spikes. Adjacent creaures that miss with a melee attack or fails an ability check take 12 (1d10 + 6) piercing damage. Legendary Resistance (3/encounter). If the Necrolith fails a saving throw, it may choose to succeed instead. Impale. The necrolith impales one grabbed creature on its body spikes, inflicting 99 (4d10 + 77) necrotic damage. Impaled creatures are restrained and take 11 (2d10) damage from the body spikes after each time they take an action. RE Crush. When the necrolith is attacked, it warns its enemies off by crushing a grabbed creature in one hand. The crushed creature takes 15 (3d8 + 6) bludgeoning damage. Ejection. When the necrolith is reduced to 0 hit points, the body spikes eject dismantling the armor and freeing the demilich. Creatures within 30 feet must make a DC 22 Dexterity check. Creatures take 23 (3d10 + 6) damage or half damage on a miss. The demilich acts immediately. LEGENDARY The Necrolith may take a legendary action at the end of each player's turn. The Necrolith has 3 points to spend on legendary actions each round. Activate Trap (2 points). The Necrolith may activate the Tumblemines trap. Gather the Damned (1 point). Melee weapon attack: +12 to hit, reach 5 ft., one target that hasn't acted since the necroliths last turn. Hit: 15 (3d8 + 6) bludgeoning damage and grabbed. Juggernaught (2 points). The Necrolith moves up to its speed. It may move through a hostile creature's space regardless of its size and that space is not difficult terrain for the Necrolith. Hostile creatures that the Necrolith moves through must succeed at a DC 20 Dexterity save or take 50 (4d10 + 28) bludgeoning damage. Rusting Gas (3 points). Once per encounter. Each creature must suceed at a DC 15 Constitution save or take 45 (4d8 + 27) acid damage and their metal armor rusts away. On a successful save, a creature takes half damage and, if they are wearing metal armor, their AC is reduced by 2.

IRON LICH Tiny undead (demilich), lawful evil Armor Class 20 (natural armor) Hit Points 50 (20d4) Speed 0 ft., flying 30 ft. (hover) 1 (-5) 20 (+5) 10 (+0) 20 (+5) 17 (+3) 20 (+5) Saving Throws Con +6, Int +11, Wis +9, Cha +11 Damage Resistances bludgeoning, piercing, and slashing damage from magical weapons Damage Immunities necrotic, poison, psyhic; bludgeoning, slahing and piercing damage from nonmagical weapons Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned Senses truesight 120 ft., passive Perception 13 Languages -- Challenge 18 (20,000 XP) Legendary Resistance. The Iron Lich share its resistance with the Necrolith and has a number of uses remaining as the Necrolith didn't use. Whenever the lich would fail a saving throw, it may choose to succeed instead. Nether Damage. In addition to lowering the target's currently hit points, nether damage permanently lowers the target's maximum hit points. The target's maximum hit points cannot be restored by any means short of a wish spell. Soul Reaver: The Iron Lich has 8 gems in place of eyes and teeth. Three of them contain souls. Whenever a living creature ides in the lich's crypt, its soul becomes trapped in one of these gems. The lich may consume a soul to recharge Curse of Life, or to regain one use of Legendary Resistance. Turn Immunity. The Iron Lich is immune to effects that turn undead. Curse of Life (Recharge: special). One target within 15 ft. must make at a DC 19 Constitution check and take 1d8 necrotic damage per HD the target has remaining on a failed save or half damage on a successful one. Creatures with no HD gain one level of exhaustion instead (no save). Power Word Kill. Once per day, each creature within 10 feet that can hear the lich must succed at a DC 19 Wisdom saving throw or die. Creatures with no HD remaining automatically fail this save. RE Drain Life. If the lich has fewer than half its hit points and a creature it can see would regain hit points, the lich regains those hit points instead. LEGENDARY The Iron Lich may take a legendary action at the end of each player's turn. The lich has 3 points to spend on legendary actions each round. Chain Blightening (2 actions). Each creature within 10 feet of the lich must make a DC 19 Dexterity saving throw. Each creature takes 45 (4d8 + 27) nether damage on a failed save or half damage on a successful one. Creatures wearing metal armor have disadvantage on this save. Flight (1 point). The Iron Lich flies up to half its speed. Activate Trap (2 points). The Iron Lich activates the Razorjack trap.