The Graveyard Tyrant – An Amalgam horror for D&D 5th Edition

NOPE NOPE NOPE NOPE

Throughout the ages, many places of rest are long since forgotten.  Eventually, departed souls come to realize they too have been forgotten.  In self-pity and despair, they either continue to haunt these grounds or return from the afterlife.  Eventually, these souls bond together as their hatred and sorrow grow, slowly fusing with the forsaken ground as well.  A hivemind made of dirt, bone and soul arises to bring forth legions of undead to chastise the living.  These creatures are known as Graveyard Tyrants, commanding waves of undead horrors while seeking to control the living out of a sense of vengeance.  These tyrants often stir where cemeteries once stood, watching them with a sense of duty and honor; as they feel no one will tend to the grounds besides them.  While they have a great hatred towards living creatures, they have a connection to the realm where they were spawned and will do anything they can to protect it.

Graveyard Tyrant

Huge undead (tyrant), lawful evil

Armor Class 18 (natural armor)
Hit Points 345 (30d12+150)
Speed 30 ft.

STR 26 (+8) DEX 11 (+0) CON 20 (+5) INT 22 (+6) WIS 18 (+4) CHA 20 (+5)

Skills. Intimidate +11, Perception +16

Damage Resistances.  cold, lightning, piercing, slashing

Damage Immunities. poison, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities. charmed, sleep, frightened, paralyzed, poisoned
Senses. blindsight 120ft. (while within its bonded land), darkvision 120 ft., passive Perception 14
Languages. Common, Celestial, Infernal, Abyssal, Telepathy 120 ft.

CR 17 (18,000 XP)

Land Bond.  Graveyard Tyrants are connected to the land that spawned them.  Many of their abilities are bolstered by being within their bonded realm.  If a Graveyard Tyrant is killed, it will instantly break apart and disappear shortly after.  It may potentially reform in its original point of creation several days later.  Only by defeating it in its home domain and banishing the spirits that inhabit it with high powered divine magic can this creature be truly put to rest.

ACTIONS

Multiattack.  The Tyrant may make up to two attacks of its choice or one non-attack and one attack.

Body Slam.  Melee Weapon Attack.+14 to hit, reach 5 ft. up to 3 creatures within reach.  Hit: 29 (4d10+8).  Hit targets must make a dexterity saving throw (DC 20) or fall prone immediately.

Bone Blade.  Melee Weapon Attack. +14 to hit, reach 10 ft. 1 target.  Hit:  26 (3d12+8) slashing damage + 5 (1d10) poison damage.

Underworld Blast.  The creature slams its skeletal blade against the ground, conjuring power of the underworld!  Ranged Spell Attack. +12 to hit, ranged 60/120 feet., 1 target.  Hit: 28 (6d6+6) radiant damage + 7 (2d6) necrotic damage.

Arcane Wave. Ranged Spell Attack. 20 ft. cone from user, all creatures within blast.  Dexterity saving throw (DC 20), success is half damage.  Hit. 32 (7d8+6) force damage.

Death Grip.  Melee Spell Attack.  +13 to hit, reach 10 ft.  1 target per attack.  Hit: The creature is grabbed.  While grabbed, they are incapacitated.  The save to escape is a Strength saving throw (DC 20.)  If they fail, the target takes 55 (10d10) necrotic damage at the start of their next turn.

Summon Undead (Recharge 5 or 6).  The Tyrant may summon an undead creature up to a Challenge of 6.  The creature will appear next to it.  This is not an attack.  It may only do this on its bonded land.

LEGENDARY ACTIONS.  The Tyrant has up to 3 legendary actions.

Multiattack.  The Tyrant may make an extra attack of its choice.

Conjure Undead Army (3 Actions), (Recharge 5 or 6).  The Tyrant may use its Summon Undead ability again or summon 1d4 skeletons near it, acting on its turn and attacking targets.  It may only do this on its bonded land.

VARIANT.  GRAVEYARD GOD-KING – These Graveyard Tyrants have ascended to near divine like power.  They represent great power over death.

Lord of the Dead.  You are no longer bound to your site of creation.  All of your abilities can be used, regardless of your location.

Crafter of Dark Magic.  You gain innate magical powers.  Your casting stat is Intelligence and your spell save DC is 21.  You may use a legendary action to cast a spell from your innate magic list.

At-Will.  Animate Dead, Create Undead, False Life (up to 5th level spell), Divination, Scrying, Nondetection, Counterspell (up to 5th level)

1/Day Each: Finger of Death, Power Word Kill, Time Stop, Antipathy/Sympathy, True Seeing, Counterspell (up to 9th level)

Soul Draining Touch (Recharge 5 or 6).  Creatures hit by the Tyrant’s attacks must make a Constitution saving (DC 21), once per round.  Failure results in gaining a single level of exhaustion.  Targets hit by subsequent attacks in the same round do not need to make the save again, unless hit by a different creature.

LEGENDARY ACTION – The Tyrant gains 2 additional legendary actions it can use.

Challenge.  Increase to 21 (33,000 XP)

Made by Doctor Necrotic, for Doctor Necrotic Media.

Image Source: Dark Souls

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3 thoughts on “The Graveyard Tyrant – An Amalgam horror for D&D 5th Edition

    • Thanks! A lot of the ideas were lifted straight from Dark Souls though (via the boss, Gravelord Nito), so I can’t take that much credit. I just meshed it with various monsters from 3.5’s Libris Mortis into a pseudo-conversion of sorts.

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      • I like those entities and creatures that are basically just a big clump of things. It’s a great visual to describe, especially as it starts shedding debris from damage. Cool idea, whatever the inspiration.

        Like

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