The undead anathema's skull bears little resemblance to a humanoid save its general shape. Its 'face' consists of a bone plate etched with sharp-angled sigils and ends with a toothless upper jaw. From the abrupt terminus dangles a thick, long tongue dotted with bonespurs. The top marrowborn consort's skull is ruptured by a cross-shaped growth of lipless mouths spewing arcane formula whenever the horror casts a spell, despite its lack of language. The consort sports a mantle made of lacey sinew from its bony shoulders to tiny waist. The spongy growth is riddled with holes and provides little protection for the putrid organs within. Its bony arms start off small, human, but end in wide plates not unlike kite shields worn 90 degrees askew. Just like its 'face', these plates are scrawled with unfathomable runes. Tiny, skeletal hands lurk beneath them. The consort tetters atop normal sized legs, though its feet have grown three extra sets of phalanges, each pointing a cardinal direction, to almost stabilize its upper bulk. Despite its odd proprotions, the necromantic energy propelling the marrowborn consort leaves it distressingly nimble.
Grisly Groom. The marrowborn consort's prime purpose in existence is to protect its Marrowborn Empress. Created by the empress as a mere pawn, the consort has been groomed over time until its arcana ability blooms and augmented with layers of osseous material to fortify its body. In most circumstances, the undead sentry never strays far from the empress. It dotes on her every need and is quick to leap to her defense should the need arise. However, a consort is sometimes directed to protect marrowborn cysterns or even lead a contingent of lesser marrowborn into battle. This is only done, though, when the empress already has another consort constructed and ready to be deployed should her current 'paramour' fall.
Marrowborn Consort
Medium undead, lawful evil
Armor Class
14
Hit Points
112 (15d8 + 45)
Speed
20ft
Str 14 Dex 19 Con 16 Int 9 Wis 16 Cha 13
Saving Throws Dex +7, Con +6
Skills Perception +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities blinded, frightened, poisoned
Sensesblindsight 60 ft. (blind beyond),, passive Perception 16
Languages-
Challenge
7 (2900 XP)
Innate Spellcasting.
The consorts's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: chill touch, cause fear
3/day each: life transference
1/day each: enervation
Magic Weapons.
The marrowborn consort's weapon attacks are magical.
Vigilant.
The marrowborn consort has advantage on perception rolls. It cannot be surprised while it is conscious and other creatures do not gain advantage on attack rolls against it as a result of being hidden from it.
In addition, Whenever the consort hits a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking.
Actions
Multiattack.
The marrowborn makes two slam attacks as one action.
Slam:
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6+4) bludgeoning damage.
Whip Tongue.
Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. Hit: 11 (2d6+4) slashing damage. The target must succeed on a DC 13 Strength saving throw or be moved to an unoccupied square within 5ft of the marrowborn consort and the marrowborn consort may make a slam attack against it as a bonus action.
Reactions
Bodyguard.
As a reaction, the marrowborn consort may Dash toward a friendly creature. If it ends its turn within 5ft of the friendly creature, that creature gains a +4 bonus to its AC until the start of its next turn.
Str 14 Dex 19 Con 16 Int 9 Wis 16 Cha 13
Skills Perception +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities blinded, frightened, poisoned
Sensesblindsight 60 ft. (blind beyond),, passive Perception 16
Languages-
Challenge
7 (2900 XP)
At will: chill touch, cause fear
3/day each: life transference
1/day each: enervation
In addition, Whenever the consort hits a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking.
Innate Spellcasting.
The consorts's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
Magic Weapons.
The marrowborn consort's weapon attacks are magical.Vigilant.
The marrowborn consort has advantage on perception rolls. It cannot be surprised while it is conscious and other creatures do not gain advantage on attack rolls against it as a result of being hidden from it.
Actions
Multiattack.
The marrowborn makes two slam attacks as one action.
Slam:
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6+4) bludgeoning damage.
Whip Tongue.
Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. Hit: 11 (2d6+4) slashing damage. The target must succeed on a DC 13 Strength saving throw or be moved to an unoccupied square within 5ft of the marrowborn consort and the marrowborn consort may make a slam attack against it as a bonus action.
Reactions
Bodyguard.
As a reaction, the marrowborn consort may Dash toward a friendly creature. If it ends its turn within 5ft of the friendly creature, that creature gains a +4 bonus to its AC until the start of its next turn.
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