Necrichor

Necrichor CR: 7

Medium undead, any evil
Armor Class: 12
Hit Points: 67 9d8+27
Speed: 18 ft , climb: 20 ft

STR

8 -1

DEX

15 +2

CON

17 +3

INT

17 +3

WIS

13 +1

CHA

10 +0

Saving Throws: Con +6, Int +6, Wis +4
Skills: Arcana +9
Damage Resistances: Acid, Necrotic
Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Paralysed, Poisoned, Prone, Restrained
Senses: Blindsight 120 ft (blind beyond this radius), passive Perception 11.
Languages: Any three languages, Telepathy 120 ft
Challenge Rating: 7

Legendary Resistance (2/Day). If the necrichor fails a saving throw, it can choose to succeed instead.   Rejuvenation. Unless it's lifeless remains are splashed with holy water, or placed in a vessel under the effects of a Hallow spell, the destroyed necrichor re-forms in 1d10 days, regaining all it's hit points and appearing in the place it died or in the nearest unoccupied space.   Spider Climb. The necrichor can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.   Unusual Nature. The necrichor doesn't require air, food, drink, or sleep.

Actions

Multiattack. The necrichor makes two attacks.   Pseudopod. Melee Weapon Attack +5 to hit, reach 10 ft, one target. Hit 5 1d6+2 necrotic damage, and the target must succeed on a DC 14 Constitution saving throw or be paralyzed until the start of the necrichor's next turn.   Necrotic Bolt. Ranged Spell Attack +6 to hit, range 120 ft, one creature. Hit 12 2d8+3 necrotic damage, and the target can't regain hit points until the start of the necrichor's next turn.   Blood Puppeteering (Recharge 6)The necrichor targets a creature it can see within 5 ft of it that is missing any of it's hit points. If the target isn't a Construct or Undead, it must succeed on a DC 14 Constitution saving throw or the necrichor enters the target's space and attaches itself to the target for 1 minute. While attached, the necrichor takes only half damage dealt to it (round down), and the target takes the remaining damage. The necrichor can attach to only one creature at a time. The attached necrichor can telepathically control the target's move, action, or both. When controlled this way, the target can take only the attack action (necrichor chooses the target) or the Dash action. The attached target can repeat the saving throw at the end of each of it's turns, detaching from the necrichor and forcing it to move into the nearest unoccupied space on a success.

A being of living blood, formed from the ichor of evil gods or the sludge in the crypts of failed liches.

Suggested Environments

Hidden temples, the Underdark, magically warded prisons.

Related Organizations

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