Nepthys

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Nepthys Class
Nepthys Class
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th Shadow points
1st +2 Spellcasting, Life Steal 2 2
2nd +2 Shadow Points 2 2 2
3rd +2 Nepthys Type 3 3 2
4th +2 Ability Score Improvment 3 3 2 3
5th +3 Nepthys Type 4 4 2 3
6th +3 Joy of Destruction 4 4 2 4
7th +3 Nepthys Type 4 4 3 4
8th +3 Ability Score Improvment 4 4 3 6
9th +4 Resent Pain 4 4 3 2 6
10th +4 Bone Rattle 4 4 3 2 8
11th +4 Nepthys Type 4 4 3 3 8
12th +4 Ability Score Improvment 4 4 3 3 10
13th +5 Death Trade 4 4 3 3 3 10
14th +5 4 4 3 3 2 10
15th +5 Nepthys Type 4 4 3 3 2 10
16th +5 Ability Score Improvment 4 4 3 3 3 10
17th +6 4 4 3 3 3 2 10
18th +6 Mail of Torment 4 4 3 3 3 2 10
19th +6 Ability Score Improvment 4 4 3 3 3 3 10
20th +6 Nepthys Type, Corpse of Wyrm Fafnir 4 4 3 3 3 3 10

Class Features

As a Nepthys Class, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per Nepthys Class level
  • Hit Points at 1st Level: 6 + your consitution modifier
  • Hit Points at Higher Levels: 1d6(4) + your consitution modifer

Proficiencies


  • Armor: None
  • Weapons: Dagger, Quarter Staff
  • Tools: None

  • Saving Throws: Intellgence , Charisma
  • Skills: Choose four from skills Arcana, History, Insight, Intimidation, Nature, Religion, Investigation, and Deception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Quaterstaff or (b) Dagger
  • (a) Explorer Pack (b) Diplomatic pack
  • 2 Dagger
  • SpellBook
Spellcasting

As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.

Cantrips

At 1st Level, you know three Cantrips of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Nepthys table.

Spellbook

At 1st Level, you have a Spellbook containing six 1st-level Nepthys Spells of your choice. Your Spellbook is the repository of the Wizard Spells you know, except your Cantrips, which are fixed in your mind.

Preparing and Casting Spells

The Nepthys table shows how many Spell Slots you have to cast your Spells of 1st Level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Nepthys Spells that are available for you to cast. To do so, choose a number of Nepthys Spells from your Spellbook equal to your Intelligence modifier + your Nepthys level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

For example, if you're a 3rd-level Nepthys, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 16, your list of prepared Spells can include six Spells of 1st or 2nd Level, in any combination, chosen from your Spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Nepthys Spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability

Intelligence is your Spellcasting Ability for your Nepthys Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Nepthys spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier

Ritual Casting

You can cast a Nepthys spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a Spellcasting focus for your Nepthys Spells.

Learning Spells of 1st Level and Higher

Each time you gain a Nepthys level, you can add two Nepthys Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Nepthys table. On your Adventures, you might find other Spells that you can add to your Spellbook (see “Your Spellbook”).

Life Steal

At 1st level your mere touch can draw life. Life steal is a spell attack that deals 1d8 + your Intellgence modifer of Nercotic damage. At 5th level you can choose to increase damage die by 1 or heal half your intellgence modifier after successfully dealing damage. At 10th level you choose to increase damage die by 1 or heal your intellgence modifier after successfully dealing damage. At 15th level you choose to increase damage die by 1 or heal your 1d6 + intellgence modifier after successfully dealing damage.

Shadow Points

At 2nd level you were able to fully harness your deathly abilities of Necromancy. You have as max of Shadow Points listed on the table above. You can use your shadow points to do the following. At the begining of combat you start with 0 Shadow points and gain 1 Shadow point at the beginning of your turn, when you use a shadow point during combat it becomes a empty shadow which restors at the beginning of your turn.

  • For 2 Shadow points a creature within 30ft must make a consitution saving throw of your spell DC. On failure they take 2d6 + your intellgence modifier of nercotic damage.

  • For 1 Shadow point Your Life steal can either heal 1d4 HP or deal a extra 1d4 damage for 1 round (your choice).

Nepthys Type

At 3rd level you can choose a subclass which will define what kind of Nepthys you are below. You can pick between Infestor, Spirital, or Flesh and Bone.

Ability Score Improvment

When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Joy of Destruction

At 6th level As a action you can Spend 2 Shadow Points to instantly kill a creature you summoned and heal a creature you can see 2 * your level of HP. This can only be done to Nepthys Monsters.

Resent Pain

At 9th level as a Action you can spend 3 Shadow Points to redirect damage you take to a creature you summoned.

Bone Rattle

At 10th level As a action you can spend 7 Shadow points to make a creature you see make a Consitution saving throw on fail taking 4d10 nercotic damage or successful taking half. No matter if sucessful or not you then summon 3 skeletons. The skeletons die in 4 rounds.

Death Trade

At 13th level As a action you can spend 10 Shadow points to kill a creature you summoned to make a creature do a Consitution saving throw. On failure they take 10d8 nercotic damage or half on successful.

Mail of Torment

At 18th level you can spend 10 Shadow Points to Summon Mail of Oblieration.

Corpse of Wyrm Fafnir

At 20th level you can spend 10 Shadow Points and killing all of your currently summoned creatures to summon Wyrm Fafnir.

Nepthys Subclasses

Spirital Nepthys

You decide that you will focus on summoning the already dead to help you.

Ghost Summoning

At 3rd level as a Action you can spend 1 shadow point to summon 1 Ghost. This Ghost stays for until you unsummon it or if it dies. You can only have 1 creatures at a time summoned by you, and must take a bonus action to unsummon a creautre. You can only have 2 attack in 1 turn.

Spectre

At 5th level you can spend 2 Shadow points to summon a Spectre. The Spectre stays until you unsummon or until it dies. You can also now have 2 creatures at a time.

Zakishi

At 7th level you can spend 3 Shadow points to summon a Zakishi. The Zakishi stays until you unsummon or until it dies.

Grave Walker

At 11th level you can spend 5 Shadow points to summon a Grave Walker. The Grave Walker stays until you unsummon or until it dies. You can also now have 3 creatures at a time.

Headless Horsemen

At 15th level you can spend 7 Shadow points to summon a Headless Horsemen. The Headless Horsmen stays until you unsummon or until it dies. You can also now have 4 creatures at a time.

Ginsetsu

At 20th level you can spend 2 Shadow points to summon a Ginsetsu. The Ginsetsu stays until you unsummon or until it dies. You can also now have 5 creatures at a time.

Infestor

Insect Summoning

At 3rd level as a Action you can spend a Shadow point to summon a Giant Roach. This Giant Roach stays until you unsummon it or if it dies. You can only have 1 creatures at a time summoned by you, and must take a bonus action to unsummon a creautre. You can only have 2 attack in 1 turn.

Viciouse Hornet

At 5th level you can spend 2 Shadow points to summon a Spectre. The Spectre stays until you unsummon or until it dies. You can also now have 2 creatures at a time.

Vengful Grasshopper

At 7th level you can spend 2 Shadow points to summon a Spectre. The Spectre stays until you unsummon or until it dies.

Giant Beetle

At 11th level you can spend 2 Shadow points to summon a Spectre. The Spectre stays until you unsummon or until it dies. You can also now have 3 creatures at a time.

Viciouse Spider

At 15th level you can spend 2 Shadow points to summon a Spectre. The Spectre stays until you unsummon or until it dies. You can also now have 4 creatures at a time.

Lord of Flies

At 20th level you can spend 2 Shadow points to summon a Spectre. The Spectre stays until you unsummon or until it dies. You can also now have 5 creatures at a time.

Flesh and Bone

Undead raiser

At 3rd level As a action you can spend 2 Shadow Points to summon a Skeleton or Zombie. These Undead dies after combat. at 5th level the Undead no longer dies after combat, and rather stays under your control. You can only have 1 at max of creautres your summoned under your control. (Look in beastariy for the Skeleon or Zombie monster) You can only have 2 attack in 1 turn.

Skeleton Sergent

At 5th level you can spend 2 Shadow points to summon a Skeleton Sergent. The Skeleton Sergent stays until you unsummon or until it dies. You can also now have 2 creatures at a time.

Wraith Knight

At 7th level you can spend 3 Shadow points to summon a Wraith Knight. The Wraith Knight stays until you unsummon or until it dies.

Wrapped Mummy

At 11th level you can spend 5 Shadow points to summon a Wrapped Mummy. The Wrapped Mummy stays until you unsummon or until it dies. You can also now have 3 creatures at a time.

Cursed Soldier

At 15th level you can spend 7 Shadow points to summon a Cursed Soldier. The Cursed Soldier stays until you unsummon or until it dies. You can also now have 4 creatures at a time.

Lord Atomy

At 20th level you can spend 10 Shadow points to summon a Lord Atomy. The Lord Atomy stays until you unsummon or until it dies. You can also now have 5 creatures at a time.

Nepthys Monsters (Spirital)


Ghost

Medium Sprirt, Unaligned


  • Armor Class 11
  • Hit Points 6(1d8+1)
  • Speed 0ft, 30ft fly (hover)

STR DEX CON INT WIS CHA
Str 8(-1) Dex 12(+1) Con 12(+1) Int 8(-1) Wis 7(-3) Cha 14(+2)

  • Damage Vulnerabilities Radient
  • Damage Resistances Nercotic
  • Condition Immunities Revival, Mind affecting, Frighten
  • Senses Darkvision 60ft
  • Languages Common
  • Challenge 1/4 (50 xp)

Pass wall. The Ghost is able to go through any wall using double its speed.

Actions

Ghost Slam. Melee: +4 to hit, 5ft Reach, one target. Hit 4 (1d6) Nercotic, Slashing



Spectra

Medium Sprirt, Unaligned


  • Armor Class 14
  • Hit Points 12(2d8+2)
  • Speed 0ft, 30ft fly (hover)

STR DEX CON INT WIS CHA
Str 10(+0) Dex 14(+2) Con 12(+1) Int 8(-1) Wis 7(-3) Cha 16(+3)

  • Damage Vulnerabilities Radient
  • Damage Resistances Nercotic
  • Condition Immunities Revival, Mind affecting, Frighten
  • Senses Darkvision 60ft
  • Languages Common
  • Challenge 1/2 (100 xp)

Pass wall. The Ghost is able to go through any wall using double its speed.

Actions

Ghost Slam. Melee: +6 to hit, 5ft Reach, one target. Hit 8 (1d8+3) Nercotic, Bludgeoning If hit the creauture must make a consitution saving throw. On fail they becomed sickened for 2 rounds.




Zakishi

Medium Sprirt, Unaligned


  • Armor Class 14
  • Hit Points 14(2d8+4)
  • Speed 0ft, 30ft fly (hover)

STR DEX CON INT WIS CHA
Str 10(+0) Dex 14(+2) Con 14(+2) Int 8(-1) Wis 7(-3) Cha 20(+5)

  • Damage Vulnerabilities Radient
  • Damage Resistances Nercotic
  • Condition Immunities Revival, Mind affecting, Frighten
  • Senses Darkvision 120ft
  • Languages Common
  • Challenge 1 (200 xp)

Pass wall. The Ghost is able to go through any wall using double its speed.

Soul Stealing. If Zakishi kills a creature heal a creature you are command to 1d10+5 HP

Actions

Ghost Slam. Melee: +8 to hit, 5ft Reach, one target. Hit 11 (1d10+5) Nercotic, Bludgeoning

Banishing Strike(Recharge 11-12). Saving Throw: A creautre Zakishi touches a creature applying the Banishment spell to the creature.



Grave Walker

Large Sprirt, Unaligned


  • Armor Class 13
  • Hit Points 42(6d8+12)
  • Speed 25ft

STR DEX CON INT WIS CHA
Str 18(+4) Dex 9(-1) Con 14(+2) Int 8(-1) Wis 7(-3) Cha 14(+2)

  • Damage Vulnerabilities Radient
  • Damage Resistances Nercotic
  • Condition Immunities Revival, Mind affecting, Frighten
  • Senses Darkvision 60ft
  • Languages Common
  • Challenge 3 (700 xp)

Actions

Warhammer. Melee: +8 to hit, 10ft Reach, one target. Hit 11 (2d6+3) Bludgeoning. The creature is knocked 5ft in any direction and can make a DC 13 Dexteirty saving throw to land standing.




Headless Horsmen

Large Sprirt, Unaligned


  • Armor Class 14
  • Hit Points 35(5d8+10)
  • Speed 40ft

STR DEX CON INT WIS CHA
Str 16(+3) Dex 11(+0) Con 14(+2) Int 8(-1) Wis 7(-3) Cha 14(+2)

  • Damage Vulnerabilities Radient
  • Damage Resistances Nercotic
  • Condition Immunities Revival, Mind affecting, Frighten
  • Senses Darkvision 60ft
  • Languages Common
  • Challenge 3 (700 xp)

Pass wall. The Ghost is able to go through any wall using double its speed.

Trample. Headless Horsemen able to pass creautures. When Headless Horsmen passes a creature they must make a DC 15 Dexterity saving throw. On fail they take 2d6+3 Bludgeoning damage and are knocked prone. Nothing happens on successful

Actions

Long Sword. Melee: +5 to hit, 5ft Reach, one target. Hit 8 (1d8+3) Slashing




Ginsetsu

Medium Sprirt, Unaligned


  • Armor Class 18
  • Hit Points 70(10d8+20)
  • Speed 30ft fly (hover)

STR DEX CON INT WIS CHA
Str 16(+3) Dex 18(+4) Con 14(+2) Int 12(+1) Wis 14(+2) Cha 22(+6)

  • Saving Throws Charisma +10, Wisdom +8
  • Damage Resistances Nercotic
  • Condition Immunities Revival, Frighten
  • Senses Darkvision 60ft
  • Languages Common
  • Challenge 7 (2,900 xp)

Pass wall. The Ghost is able to go through any wall using double its speed.

One Tailed Foxes. At the end of Ginsetsu controller a One tailed fox spirit under the control of Ginsetsu is summoned. Only 1 One Tailed Fox Spirit can be in the physical world at a time.

Multi Attacking: Ginsetsu is able to attack again if they took a action to attack.

Spirital Aura: Any Spirit creature within 20ft of Ginsetsu gains a +2 to attack rolls and saving throws

Actions

Ginsetsu Katana. Melee: +9 to hit, 5ft Reach, one target. Hit 9 (1d10+3) Slashing, Magic

Banishment Touch. (Recharge 9-10) A creautre Gensetsu touches a creature applying the Banishment spell to the creature.




One Tailed Fox Spirit

Small Sprirt, Unaligned


  • Armor Class 13
  • Hit Points 18(3d8+3)
  • Speed 40ft, 30ft fly

STR DEX CON INT WIS CHA
Str 12(+1) Dex 16(+3) Con 12(+1) Int 8(-1) Wis 7(-3) Cha 14(+2)

  • Damage Vulnerabilities Radient
  • Damage Resistances Nercotic
  • Condition Immunities Revival, Mind affecting, Frighten
  • Senses Darkvision 60ft
  • Languages Common
  • Challenge 1 (100 xp)

Pass wall. The Ghost is able to go through any wall using double its speed.

Actions

Bite. Melee: +4 to hit, 10ft Reach, one target. Hit 7 (1d8+2) Piercing, Magic

Scratch. Melee: +4 to hit, 5ft Reach, one target. Hit 8 (1d10+2) Slashing, Magic


Nepthys Monsters(Infestor)


Giant Roach

Small Beast, Unaligned


  • Armor Class 14
  • Hit Points 5(1d6+1)
  • Speed 30ft

STR DEX CON INT WIS CHA
Str 10(+0) Dex 14(+2) Con 12(+1) Int 1(-5) Wis 7(-3) Cha 10(+0)

  • Condition Immunities Mind affecting
  • Senses Blindsight 10ft
  • Challenge 1/4 (50 Xp)

Spider Climb. The Roach can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Bite. Melee: +4, 5ft Reach, one target. Hit 4(1d6) Piercing



Viscouse hornet

Medium Beast, Unaligned


  • Armor Class 14
  • Hit Points 10(2d6+2)
  • Speed 25ft, 30ft Fly

STR DEX CON INT WIS CHA
Str 12(+1) Dex 16(+3) Con 12(+1) Int 1(-5) Wis 7(-3) Cha 12(+2)

  • Condition Immunities Mind affecting
  • Senses Blindsight 10ft
  • Challenge 1/2 (100 Xp)

Spider Climb. The Hornet can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Bite. Melee: +5, 5ft Reach, one target. Hit 6(1d8+1) Piercing

Sting. Melee: +5, 5ft Reach, one target. Hit 5(1d6+1) Piercing. If the creature is hit they must make a Consitution saving throw or take 1d4 poison damage and become sickened for 1 round.




Vengful Grasshopper

Medium Beast, Unaligned


  • Armor Class 14
  • Hit Points 24(5d6+4)
  • Speed 40ft

STR DEX CON INT WIS CHA
Str 14(+2) Dex 16(+3) Con 12(+1) Int 1(-5) Wis 7(-3) Cha 16(+3)

  • Condition Immunities Mind affecting
  • Senses Blindsight 10ft
  • Challenge 1 (200 Xp)

Spider Climb. The Grasshopper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Far Jump. The Grasashopper doesnt require a running start to long jump. They can jump 70ft and dont take fall damage until they pass falling 70ft.

Actions

Pierce. Melee: +6, 10ft Reach, one target. Hit 6(1d8+2) Piercing

Grab and Eat. A creature within 5ft must make a dexterity saving throw. On fail they are grappled and the Vengful Grasshopper can take a action to deal 1d8+2 piercing damage to the creature. The grappleed creature can escape the grapple how they would typically escape a grapple. This can only effect Medium or smaller creatures.



Giant Beetle

Large Beast, Unaligned


  • Armor Class 19
  • Hit Points 48(6d6+24)
  • Speed 25ft

STR DEX CON INT WIS CHA
Str 14(+2) Dex 9(-1) Con 18(+4) Int 1(-5) Wis 7(-3) Cha 14(+2)

  • Damage Resistence Slashing, Piercing, Bludgeoning
  • Condition Immunities Mind affecting
  • Senses Blindsight 10ft
  • Challenge 3 (200 Xp)

Spider Climb. The Bettle can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Pierce. Melee: +8, 10ft Reach, one target. Hit 9(1d12+2) Piercing

Knock. A creature within 5ft must make a DC 15 Strength saving throw. On failure they are knocked 5ft back and take 4d6+2 bludgeoning damage. On Successful nothing happens.




Viscouse Spider

Large Beast, Unaligned


  • Armor Class 15
  • Hit Points 30(5d6+10)
  • Speed 30ft

STR DEX CON INT WIS CHA
Str 16(+3) Dex 16(+3) Con 14(+2) Int 2(-4) Wis 12(+1) Cha 14(+2)

  • Damage Resistence Slashing, Piercing, Bludgeoning
  • Condition Immunities Mind affecting
  • Senses Blindsight 10ft
  • Challenge 3 (200 Xp)

Spider Climb. The Spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Egg Sack. When Visouse spider dies a swarm of insects crawl out the adoment of the Spider making a Swarm of Insect creature.

Actions

Web. (Recharge 5-6) Ranged Weapon Attack: +4 to hit, reach 30/60 ft., one creature. The target is restrained by webbing As an action, the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit 8(1d8+3) piercing damage plus 10(2d8)poison damage. The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.



Lord of Flies

Large Beast, Unaligned


  • Armor Class 15
  • Hit Points 60(10d6+20)
  • Speed 30ft, 30ft fly

STR DEX CON INT WIS CHA
Str 16(+3) Dex 16(+3) Con 14(+2) Int 2(-4) Wis 12(+1) Cha 18(+4)

  • Saving throws +8 Consitution
  • Damage Resistence Slashing, Piercing, Bludgeoning
  • Condition Immunities Mind affecting
  • Senses Blindsight 10ft
  • Challenge 7 (2,900 Xp)

Spider Climb. The Lord of Flies can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Insect spawn. When Lord of Flies is summoned, it summons 2 Vicouse Hornet and 1 Visouse Spider. The summoner is unable to summon any creature until Lord of Flies dies or is unsummoned.

Actions

Flies Scythe. +8, 10ft Reach, one target. Hit 8(1d8+3) Slashing

Sting. +8, 5ft, one target. Hit 7(1d6+3) Piercing. If a creature dies by this attack eggs are layed inside which hatch and in 2 rounds a swarm of insects monster comes out of the dead body.


Nepthys Monsters(Flesh and Bone)


Skeleton Sergent

Medium undead, Unaligned


  • Armor Class 16
  • Hit Points 14(2d8+4)
  • Speed 30ft

STR DEX CON INT WIS CHA
Str 16(+3) Dex 14(+2) Con 14(+2) Int 3(-4) Wis 6(-3) Cha 6(-3)

  • Damage Resistances Poison
  • Damage Immunities Poisoned
  • Condition Immunities Mind effecting, Frighten
  • Senses Darkvision 60ft
  • Languages Understand Common but cant speak it.
  • Challenge 1/4 (100 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Longsword. Melee: +5 to hit, 5ft reach, one target. Hit Damage 8(1d8+3) Slashing.



Wraith Knight

Medium undead, Unaligned


  • Armor Class 15
  • Hit Points 24(3d8+9)
  • Speed 30ft

STR DEX CON INT WIS CHA
Str 16(+3) Dex 14(+2) Con 16(+3) Int 3(-4) Wis 6(-3) Cha 6(-3)

  • Damage Resistances Poison
  • Damage Immunities Poisoned
  • Condition Immunities Mind effecting, Frighten
  • Senses Darkvision 60ft
  • Languages Understand Common but cant speak it.
  • Challenge 1 (200 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Longsword. Melee: +6 to hit, 5ft reach, one target. Hit Damage 8(1d8+3) Slashing.

Summon Undead. (Recharge 11-12) Summon 1 Zombie. The zombie dies at the end of combat.




Wrapped Mummy

Medium undead, Unaligned


  • Armor Class 15
  • Hit Points 35(5d8+10)
  • Speed 25ft

STR DEX CON INT WIS CHA
Str 16(+3) Dex 14(+2) Con 14(+2) Int 3(-4) Wis 6(-3) Cha 6(-3)

  • Saving Throw Consitution +5
  • Damage Resistances Poison
  • Damage Immunities Poisoned
  • Condition Immunities Mind effecting, Frighten
  • Senses Darkvision 60ft
  • Languages Understand Common but cant speak it.
  • Challenge 1 (200 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Unwrapped. If Wrapped Mummy fails its Consitution save for Undead fortitude then they become a zombie and the wraps unwrap

Actions

Slam. Melee: +6 to hit, 5ft reach, one target. Hit Damage 8(1d8+3) Bludgeoning.




Cursed Soldier

Medium undead, Unaligned


  • Armor Class 17
  • Hit Points 56(7d8+14)
  • Speed 25ft

STR DEX CON INT WIS CHA
Str 18(+4) Dex 14(+2) Con 14(+2) Int 3(-4) Wis 6(-3) Cha 6(-3)

  • Saving Throw Consitution +5
  • Damage Resistances Poison
  • Damage Immunities Poisoned
  • Condition Immunities Mind effecting, Frighten
  • Senses Darkvision 60ft
  • Languages Understand Common but cant speak it.
  • Challenge 3 (700 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Scythe. Melee: +6 to hit, 5ft reach, one target. Hit Damage 8(1d8+3) Slashing. If Cursed Soldier kills a humanoid creature with this attack the dead creature becomes a zombie under the Summoner's control as if Animate dead was casted on them in 3 Rounds. The zombie dies at the end of combat.




Lord Atomy

Medium undead, Unaligned


  • Armor Class 16
  • Hit Points 70(10d8+20)
  • Speed 30ft

STR DEX CON INT WIS CHA
Str 18(+4) Dex 14(+2) Con 14(+2) Int 3(-4) Wis 6(-3) Cha 6(-3)

  • Saving Throw Consitution +5
  • Damage Resistances Poison
  • Damage Immunities Poisoned
  • Condition Immunities Mind effecting, Frighten
  • Senses Darkvision 60ft
  • Languages Understand Common but cant speak it.
  • Challenge 7 (2,900 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Action Surge (Recharge 9-10) Lord Atormy gains a Action to use.

Actions

GreatSword. Melee: +6 to hit, 10ft reach, one target. Hit Damage 11(2d6+3) Slashing.

Breath Taking. Creature that Lord Atomy can make a creature they can see make a Consitution saving throw of DC 15. On fail they take 4d6 Nercotic damage and a Zombie is summoned 5ft from Lord Atormy. On successful they take 4d6 Nercotic damage. The zombies die at the end of combat.


Nepthys Monsters (Main)


Mail of Oblieration

Medium undead, Unaligned


  • Armor Class 16
  • Hit Points 70(10d8+20)
  • Speed 30ft

STR DEX CON INT WIS CHA
Str 18(+4) Dex 14(+2) Con 14(+2) Int 3(-4) Wis 6(-3) Cha 6(-3)

  • Saving Throw Consitution +5
  • Damage Resistances Poison
  • Damage Immunities Poisoned
  • Condition Immunities Mind effecting, Frighten
  • Senses Darkvision 60ft
  • Languages Understand Common but cant speak it.
  • Challenge 7 (2,900 XP)

Multiattacking: Mail of Oblieration can attack again if they used a action to attack.

Soul Steal. Every creature Mail of Oblieration kills they gain a +1 to damage until the end of combat. They also heal 1d4 HP for every creature killed.

Deathly prescense. The summoner is unable to summon creatures until Mail of Oblieration is dead or unsummoned. Mail of Oblieration dies after combat is done.

Actions

GreatSword. Melee: +6 to hit, 10ft reach, one target. Hit 11(2d6+3) Slashing.

Soul blast. Ranged: 30/60ft +6 to hit, one target. Hit 10(2d6+2) Nercotic. Mail of Oblieration takes a -1 to damage until the end of combat.




Wyrm Fafnir

Huge undead Dragon, Unaligned


  • Armor Class 18
  • Hit Points 84(12d8+24)
  • Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
Str 18(+4) Dex 14(+2) Con 14(+2) Int 3(-4) Wis 6(-3) Cha 6(-3)

  • Saving Throw Consitution +5
  • Damage Resistances Poison
  • Damage Immunities Poisoned
  • Condition Immunities Mind effecting, Frighten
  • Senses Darkvision 120ft
  • Languages Common Draconic
  • Challenge 9 (2,900 XP)

Extra Attack: Corpse of Wyrm Fafnir can attack again if they used a action to attack.

Deathly prescense. The summoner is unable to summon creatures or regain Shadow Points untilWyrm Fafnir is dead or unsummoned. You can only summon Wyrm Fafnir once per week. Wyrm Fafnir dies after combat is done.

Consume the living. Every creature Wyrm Fafnir kills a creature Wyrm Fafnir heals 1d10 HP.

Actions

Multiattack. The Wyrm Fafnir can make three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16(2d10 + 4) piercing damage plus (2d6)fire damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12(2d6 + 4) slashing damage.

Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 14(2d8 + 4) bludgeoning damage.

Fire Breath (Recharge 5-6). The Wyrm exhales fire in a 60-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 40 (10d6) fire damage on a failed save, or half as much damage on a successful one.

Fire Spit (Recharge 5-6). The Wrym spits a ball of fire onto a area within 120ft. From the chosen area any creature within 20ft radius of the point must make a DC 17 Dextertiy saving throw, taking 48(12d6) fire damage on a failed, or half as much damage on a successful one.