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Deathdealer

“Death fills me and makes me strong. You, it will reduce to nothing.”
The deathdealers are the bloodthirsty foot soldiers of Feyomsi's forces. Driven by the desire to curry favor with their necromantic master and and acquire power and status, the deathdealers will happily, gleefully carve a bloody swathe through the enemies of clan silumgar. These rakshasa are trained in necromantic arts that allow them to sap the life from their enemies to heal themselves or forestall exhaustion. Students of the necromancer Feyomsi, they feed on death, growing stronger as their foes wither and die.
Type
Nobility, Military
Alternative Naming
Debaser
Related Organizations

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Planeshift Tarkir

Deathdealer CR: 7

Medium fiend, lawful evil
Armor Class: 16 (breastplate)
Hit Points: 102 (12d8 + 48) 12d8+48
Speed: 30 ft

STR

19 +4

DEX

14 +2

CON

18 +4

INT

12 +1

WIS

12 +1

CHA

16 +3

Saving Throws: Dex +5, Con +7, Wis +4
Skills: Athletics +7, Intimidation +6, Perception +4
Damage Resistances: poison, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Senses: darkvision 120 ft., passive Perception 14
Languages: Common, Infernal
Challenge Rating: 7

Innate Spellcasting. The rakshasa's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components:

  • At will: thaumaturgy
  • 3/day: darkness, vampiric touch
  • 1/day: harm


Blood Frenzy. The rakshasa has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Magic Resistance. The rakshasa has advantage on saving throws against spells and other magical effects
Magic Weapons. The rashasa's weapon attacks are magical.

Actions

Multiattack. The rakshasa makes one bite attack and one shadow claw attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 10 (3d6) necrotic damage.
Shadow Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target must make a successful DC 15 Constitution saving throw or become poisoned for 1 round.

Reactions

Feed on Death. When a creature within 30 feet of the rakshasa drops to 0 hit points, the rakshasa gains 5 (1d10) temporary hit points.

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