Blightstrider of the Gloomwoven Expanse
A towering, emaciated figure looms in the shadows, its skin a sickly greenish hue covered in writhing tendrils that resemble vines. Its hollow eyes gleam with an unsettling light, revealing an insatiable hunger for vitality. As it moves, the air thickens with the scent of decay, and with each step, a creeping malaise spreads in its wake. This creature is a harbinger of blight, conserving the essence of the corrupted lands it traverses, and its very presence saps the strength from flora and fauna alike. When in battle, it can drain the life force of its opponents, feeding its own twisted existence.
Large Undead, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 105 (14d10 + 28)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 14 (+2) | 14 (+2) | 3 (-4) | 16 (+3) | 6 (-2) |
Saving Throws Con +6, Wis +7, Cha +3
Damage Resistances Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Understands Abyssal but cannot speak
Challenge 7 (2,900 XP)
Actions
Multiattack. The creature makes two attacks with its Withering Grasp.
Withering Grasp. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (3d10 + 4) necrotic damage. The target must make a DC 16 Constitution saving throw or have their maximum hit points reduced by an amount equal to the necrotic damage taken until they finish a long rest.
Life Drain (Recharge 5-6). The creature exhales a cloud of necrotic energy in a 30-foot radius. Each creature in that area must make a DC 16 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. The creature regains hit points equal to the total damage dealt.
Twisted Prowess (Recharge 5-6). The creature selects one creature it can see within 60 feet. That creature must succeed on a DC 16 Wisdom saving throw or become frightened until the end of its next turn. While frightened in this way, the target takes 1d8 necrotic damage at the start of each of its turns.
Legendary Actions (3/Turn)
The creature 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 creature regains spent legendary actions at the start of its turn.
- Move. The creature moves up to its speed without provoking opportunity attacks.
- Withering Grasp. The creature makes one Withering Grasp attack.
- Spread Blight (Costs 2 Actions). The creature targets an area within 60 feet that it can see, causing blight to erupt in a 20-foot radius centered on that point. Each creature in that area must make a DC 16 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. Any non-magical plants in the area wither and die.