Rot Archons are the horrifying result of a divine rescue mission gone bad. Many years ago, the soul of a mortal hero had been stolen away by the Demon Lord of the Undead, and the forces of the Heavens decided that this was not something which could not stand. One dozen archons, clad in glittering raiment and armed with the finest of the Heavens' arsenal, were dispatched to retrieve the hero's soul and bring it from perdition. They did not succeed. The Demon Lord of the Undead had laid a trap for the forces of Heaven, and one by one, these archons were trapped, tortured, and corrupted into horrifying monsters.
These rot archons, as they are now known, embody corruption and death in all they are, their divine essence fuelling their constant, churning decay. Everywhere they go, death is hastened. Since the Demon Lord's eternal death, the rot archons have been distributed by and among some of his favoured lieutenants, and are sometimes sent to the mortal planes when the power of Death needs strengthening. Hooks:
ROT ARCHON Large fiend (demon), neutral evil Armour Class 17 (natural armour) Hit Points 135 (18d10 + 36) Speed 0ft., fly 50ft. (hover) Str 5 (-2); Dex 21 (+5); Con 14 (+2); Int 19 (+4); Wis 27 (+8); Cha 29 (+9) Proficiency bonus +6 Saving Throws Dex +11, Con +8, Wis +14, Cha +15 Skills Arcana +10, Perception +14, Religion +10 Damage Resistances radiant; bludgeoning, piercing and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, poisoned, stunned Senses Truesight 120ft., passive Perception 24 Languages Understands all languages but cannot speak, telepathy 120ft. Challenge 17 (18,000 XP) Corrupted Grace. The rot archon has advantage on saving throws against spells and other magical effects. Corrupted Weapons. The rot archon's weapon attacks are magical. When the rot archon hits with any weapon, the weapon deals an extra 18 (4d8) necrotic damage (included in the attack below). Divine Awareness. The rot archon is aware of any living being within 120ft. Innate Spellcasting. The rot archon's spellcasting ability is Charisma (spell save DC 25, +15 to hit with spell attacks). It can innately cast the following spells, requiring no verbal or material components: 3/day each: circle of death, finger of death 1/day each: power word kill, power word stun, weird Necrotic Aura. At the start of the rot archon's turn, each creature within 60ft. of it takes 5 (2d4) points of necrotic damage. For creatures making death saving throws, this inflicts two failed saving throws. ACTIONS Touch of Rot. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 10 (3d6) poison damage and 18 (4d8) necrotic damage, and the target is poisoned until the end of their next turn. While poisoned by this effect, the target also has disadvantage on saving throws against the rot archon's innate spellcasting. Strength from Death. The rot archon touches a dying creature within 5ft., and regains 70 hit points. This effect also ends any special conditions affecting the rot archon. The dying creature is immediately killed. Updated from the original version of the Rot Archon, originally published on 24 April 2019. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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