This is homebrew, submitted by a member of the community.
Gleaming Skullbearer
Gleaming Skullbearer
Large Undead, NeutralLarge Undead, Neutral
Limited Telepathy. The Gleaming Skullbearer can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.
Fire Absorption. Whenever the Gleaming Skullbearer is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt
[b]Limited Telepathy.[/b] The Gleaming Skullbearer can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.
[b]Fire Absorption.[/b] Whenever the Gleaming Skullbearer is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt
Actions
Multiattack. The Gleaming Skullbearer makes two melee attacks: two with its claw and one with its Soul Tear. It can use Skull Throw in place of any melee attack.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., onetarget. Hit: 10 (2d6+3) slashing damage and 7 (2d6)necrotic damage, and the target must succeed a Wisdom saving throw DC14 or be frightened of the Gleaming Skullbearer for 1 minute, an affected creature can repeat the saving throw at the end of each turn.
Skull Throw. Ranged Weapon Attack: +6 to hit, range 60/90 ft., one target. Hit: 10 (2d6+3) bludgeoning damage and 10 (3d6) necrotic damage.
Soul Tear.Melee Weapon Attack: +6 to hit, reach 5 ft.,one target. Hit: 8 (2d4+3) piercing damage and the target must succeed a Constitution Saving Throw DC14 or take (5d8) necrotic damage and have their hit point maximum reduced by that amount. Creatures that are frightened of the Gleaming Skullbearer have disadvantage on the save. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration. A creature killed by this ability cannot be resurrected until the Gleaming Skullbearer who ate the soul is slain.
Circle Of Hell. Flames come pouring down from theskulls on the Gleaming Skullbearer's back. All creatures within a 40ft radius of the Gleaming Skullbearer but not within 10ft of it, must succeed on a dexterity saving throw DC 14 or take (5d6) fire damage, or half as much on a success.
[b]Multiattack.[/b] The Gleaming Skullbearer makes two melee attacks: two with its claw and one with its Soul Tear. It can use Skull Throw in place of any melee attack.
[b]Claw.[/b] Melee Weapon Attack: [+6] to hit, reach 5 ft., onetarget. Hit: 10 ([2d6+3]) slashing damage and 7 ([2d6])necrotic damage, and the target must succeed a Wisdom saving throw DC14 or be frightened of the Gleaming Skullbearer for 1 minute, an affected creature can repeat the saving throw at the end of each turn.
[b]Skull Throw.[/b] Ranged Weapon Attack: [+6] to hit, range 60/90 ft., one target. Hit: 10 ([2d6+3]) bludgeoning damage and 10 ([3d6]) necrotic damage.
[b]Soul Tear[/b].Melee Weapon Attack: [+6] to hit, reach 5 ft.,one target. Hit: 8 ([2d4+3]) piercing damage and the target must succeed a Constitution Saving Throw DC14 or take ([5d8]) necrotic damage and have their hit point maximum reduced by that amount. Creatures that are frightened of the Gleaming Skullbearer have disadvantage on the save. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration. A creature killed by this ability cannot be resurrected until the Gleaming Skullbearer who ate the soul is slain.
[b]Circle Of Hell.[/b] Flames come pouring down from theskulls on the Gleaming Skullbearer's back. All creatures within a 40ft radius of the Gleaming Skullbearer but not within 10ft of it, must succeed on a dexterity saving throw DC 14 or take ([5d6]) fire damage, or half as much on a success.
Legendary Actions
Details
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