Martyred Soul

by SovereignLeaderLore

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Martyred Soul

When evil servants of unholy powers are killed in the act of dark magic, their souls are chained to the earth and forced to serve a debt for their failure. These wandering souls use the chains that bind them as weapons, turned nearly molten by the pure hellish evil that burns from their tarnished soul.

Hellish Guardians. Martyred Souls are commonly used by liches and cultists to guard places of importance, typically within the domain of their dark power so that they might be easily revived if their charge is not fulfilled. They are set in place by magically tethering them to the ground by their chains.

Scrap Armor. Scraps of wood and metal are affixed to the back of a martyred soul as a form of armor, weighing them down into a perpetual hunch.

Art on this page: SAIYA ART STUDIO https://www.artstation.com/artwork/JeeR3z

Martyred Soul

Medium Undead, Neutral Evil


  • Armor Class 14 (wooden scraps)
  • Hit Points 120
  • Speed 30ft fly (hover)

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) 8 (-1) 16 (+3) 4 (-3)

  • Saving Throws Constitution +6
  • Skills Perception +6
  • Damage Resistances Nonmagical Bludgeoning, Piercing, and Slashing damage
  • Damage Immunities Fire, Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Blindsight 30ft, Darkvision 60ft, passive 16
  • Languages
  • Prof. Bonus +3

Magma Body. When a creature touches the martyred soul or hits it with a melee attack, they take 1d6 Fire damage.

Multiattack. The martyred soul can make two molten chain attacks as a single action on its turn.

Actions

Molten Chain, +5 to hit, 10ft reach, one target. Hit: 9 (2d6 + 2) Bludgeoning + 7 (2d6) Fire damage, and the target must succeed a DC 13 Strength saving throw or be Grappled. While it has a creature grappled in this way, the martyred soul can't use its Molten Chain, and can use its action on its subsequent turns to deal 17 (3d6) Fire damage to a grappled creature.

Magma Shot (Recharge 6). The martyred soul unleashes unholy fire in a 10 foot radius centered on a point within 60 feet. Creatures within this zone must make a DC 14 Dexterity saving throw, taking 24 (7d6) Fire damage on a failed save, or half as much on a success.

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