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Darklurker

Its true name long forgotten, this creature is now known only as the Darklurker, a powerful being capable of sapping the life from the bodies of men, rending and putrefying their flesh with powerful magic.   Crime Against the Gods The darklurker began life as all celestials do- handcrafted by the gods to serve them over eternity, acting as messengers, heralds, and pawns in an inscrutable game. The true crime of the darklurker, just like the reason for its creation, was struck from the records of existence when the gods exiled it to the Dark Chasm. But in the festering places of ill-will where the servants of the gods can not travel, and the strength of their decrees are lessened, there still exist ancient tales of the Darklurker, of its secretive battle against the beings which created it, and the ultimate cataclysm of this war, which resulted in the death of the same god responsible for the darklurker’s creation. In the end, the price of the Darklurker’s battle was so high, the gods tossed away their celestial servant in disgust, intending for it to never again see the light of their existence.   Hidden in Shadow The prison of the Darklurker was specially crafted for it, cradled by the power of the gods to prevent it from ever being accessed. As the creation of a god which no longer lived, the other deities were prevented from simply destroying the darklurker. Instead the deities placed the Darklurker deep beneath the earth, guarded by spectral warriors which drew on the power of the darkness around them to contain the Darklurker. The gods searched for centuries for a mortal champion, strong enough to defeat the guardians and make their way to the Darklurker to hopefully end its desecrating existence. But the gods failed, and each champion after the last fell to the power of the Darklurker, their souls tarnished and shriveled by the battle so that they could never even join the gods in their celestial home.  

Darklurker

Its true name long forgotten, this creature is now known only as the Darklurker, a powerful being capable of sapping the life from the bodies of men, rending and putrefying their flesh with powerful magic.


Armor Class19 (natural armor)
Hit Points 32d10+160
Speed30 ft.Fly 60 ft.
Strength18 (+4)
Dexterity17 (+3)
Constitution20 (+5)
Intelligence20 (+5)
Wisdom24 (+7)
Charisma18 (+4)
Saving ThrowsStrength d20+11 Dexterity d20+10 Wisdom d20+14
Charisma d20+11
SkillsInsight d20+14 Perception d20+14
Damage VulnerabilitiesFireLightning
Damage ResistancesNecroticRadiant
Damage ImmunitiesBludgeoningPiercingSlashing from nonmagical weapons
Condition ImmunitiesBlindedCharmedFrightened
SensesTruesight 60 ft.Passive Perception 24
LanguagesCelestial
Challenge21 (33000 XP)
SpecialInnate SpellcastingThe darklurker's innate spellcasting ability is Wisdom(spell save DC 22 d20+15 to hit with spell attacks.)
It can cast the following spells without verbal or material components
Spells 1At willInvisibility (self only)Misty step
Spells 23/dayHold person
Spells 32/dayFreedom of movementMirror image
Spells 41/dayDivine wordPlaneshift
Action 1MultiattackThe darkluster makes three attacks in any combinationwith its soul greatsword and soul spear,
or one attack with its soul greatswordand one soul bolt attack
Action 2Soul GreatsowrdMelee Spell Attack d20+15 to hit
Reach 5 ft., one targetHit 8d6+7 necrotic damage
Action 3Soul SpearRanged Spell Attack d20+15 to hit
Range 30/90 ft., one targetHit 4d6+7 necrotic damage.The darkluster has an advantage on this attack ifthe target is in between 30 and 90 feet from the darkluker
Action 4Soul BoltThe darklurker fires a beam of energy,30 feet long and 5 feet wide.
Each creature in the beam must make a DC 22 Dexterity saving throw,taking 10d6 necrotic damage on a failed save,or half as much on a success
Action 5Dark Soul Bomb (Recharge 4-6)The darklurker launches an orb of energy through a small portal,which reappears about a creature the darklurker can see within 60 feet.
The target and each creature within 30 feet of thetarget must make a DC 22 Dexterity saving throw,taking 8d6 fire damageand 8d6 necrotic damage on a failed save,
or half as much on a success
Legendary ActionsThe darklurker can take 3 legendary actions,choosing from the options below.Only one legendary action option can be used at a time
and only at the end of another creature's turn.The darkluker regains spent legendaryactions at the start of its turn
Legendary Action 1Dark ExplosionThe darklurker creates an explosion of energy directly in front of it,forcing each creature in a 15-foot cone to
make a DC 22 Constitution saving throw,taking 8d6 necrotic damage on a failed save
Legendary Action 2Mitosis (Costs 2 Actions)The darklurker splits into two,creating an exact copy of itself in an unoccupied space within 5 feet.
The copy remains for as long as the darklurker uses this ability againThe copy acts on the darklurker's turn,can only cast spells that the darklurker can cast at will,and can only take on legendary action per round.
Any damage that would be dealt to the copy instead causesthe darklurker to take that much damage of the same type
Legendary Action 3Fire Orb (Costs 3 Actions)The darklurker raises all four arms about its headand casts the fireball spell three times

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