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Dean of Death




An asymmetrical 'beard' matted with dried gore frames this shambler's sagging visage. It was once an impressive and stern one many an arcane student in the region feared. When living death swept across the land, however, his arcane might was not enough to save him... or his students. Still wearing ragged robes, his grey flesh is lined with once-protective magical scars that grow sallow with stolen magic and souls. He must eat to remain a thinking creature, all other concerns long forgotten in his maggot-eaten brain.


-Records of the Charnel House

Dean of Death

Medium undead (zombie), neutral evil

Armor Class 8 (11 with mage armor)

Hit Points 90 (12d8 + 36)

Speed 20ft

Str 15 Dex 7 Con 16 Int 16 Wis 9 Cha 5

Saving Throws Wis +2

Skills Arcana +6

Condition Immunities exhaustion, poisoned

Damage Immunities poison

Senses darkvision 60 ft., passive Perception 9

Languages Common, Draconic

Challenge 6 (2,300 XP)

Brain Power.

Whenever the zombie consumes a humanoid's brain (living or freshly dead) it gains +1 Intelligence up to a maximum of 16. This alters its Spellcasting ability and Skills. The zombie loses 1 Intelligence per day to a minimum of 5. The stat block is built with an Intelligence of 16. For each 2 Intelligence lost, reduce its Spell DC and Spell Attack bonus by 1 to a minimum of DC of 8 and +0 Spell Attack.)

Spellcasting.

The zombie is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC +14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:


Cantrips (at will): chill touch, fire bolt, mage hand, prestidigitation

1st level (4 slots): detect magic, mage armor*, magic missile, shield*

2nd level (3 slots): arcane lock*, suggestion

3rd level (3 slots): dispel magic*, fireball, nondetection*

4th level (3 slots): greater invisibility, stoneskin*

5th level (1 slot): negative energy flood

Rotting Sigils.

As long as the zombie has an abjuration spell active, it gains advantage on its Undead Fortitude rolls.

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

Slam.

Melee Attack: +5 to hit, reach 5 ft, one target. Hit: 4 (1d6 + 2) blugeoning damage.

Consume Brain.

Melee Attack: +5 to hit, reach 5 ft, one incapacitated humanoid grappled by the zombie. Hit: 36 (8d8) piercing damage. If this damage reduces the target to 0 hit points, the zombie kills target by consuming its brain.

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