THE SHARED REFERENCE Adventurer

Monster

Death Tyrant

Official reference · MM · 2014

Creature type
Undead
Size
Large
Armor class
19 (natural armor)
Hit points
187 (25d10 + 50)
Speed
Fly 20 ft. (hover)
Challenge rating
14
Alignment
Lawful Evil
Strength
10
Dexterity
14
Constitution
14
Intelligence
19
Wisdom
15
Charisma
19
Passive Perception
22
Saving Throws
str: +5; con: +7; int: +9; wis: +7; cha: +9
Skills
perception: +12
Senses
darkvision 120 ft.
Languages
Deep Speech, Undercommon
Immunities
poison
Condition Immunities
charmed, exhaustion, paralyzed, petrified, poisoned, prone

Traits

Negative Energy Cone

The death tyrant's central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces and whether the cone is active.

Any creature in that area can't regain hit points. Any humanoid that dies there becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed.

Actions

Bite

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Eye Rays

The death tyrant shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Eye Ray

The death tyrant uses one random eye ray.

Lair actions

When fighting inside its lair, a death tyrant can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the death tyrant can take one lair action to cause one of the following effects:

  • An area that is a 50-foot cube within 120 feet of the tyrant is filled with spectral eyes and tentacles. To creatures other than the death tyrant, that area is lightly obscured and 3 until initiative count 20 on the next round.
  • Walls sprout spectral appendages until initiative count 20 on the round after next. Any creature, including one on the Ethereal Plane, that is hostile to the tyrant and starts its turn within 10 feet of a wall must succeed on a DC 17 Dexterity saving throw or be grappled. Escaping requires a successful DC 17 Strength (Athletics) or Dexterity (Acrobatics) check.
  • A spectral eye opens in the air at a point within 50 feet of the tyrant. One random eye ray of the tyrant shoots from that eye, which is considered to be an ethereal source, at a target of the tyrant's choice. The eye then closes and disappears.

The death tyrant can't repeat an effect until all three have been used, and it can't use the same effect on consecutive rounds.

Regional effects

A region containing a death tyrant's lair is warped by the creature's unnatural presence, which creates one or more of the following effects:

  • Creatures within 1 mile of the tyrant's lair sometimes feel as if they're being watched even when they aren't.
  • When a creature hostile to the tyrant and aware of its existence finishes a long rest within 1 mile of the tyrant's lair, roll a d20 for that creature. On a roll of 10 or lower, the creature is subjected to one random eye ray of the tyrant.

If the death tyrant dies, these effects fade over the course of 1d10 days.

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