Monster
Lord Soth of Sithicus
Outside your table’s allowed sources
Official reference · RHW · 2014
- Creature type
- Undead
- Size
- Medium
- Armor class
- 18
- Hit points
- 228 (24d8 + 120)
- Speed
- Walk 30 ft.
- Challenge rating
- 19
- Alignment
- Lawful Evil
- Strength
- 22
- Dexterity
- 11
- Constitution
- 20
- Intelligence
- 12
- Wisdom
- 16
- Charisma
- 20
- Passive Perception
- 13
- Initiative
- +6
- Saving Throws
- dex: +6; wis: +9; cha: +11
- Senses
- Darkvision 120 ft.
- Languages
- Common, Infernal
- Immunities
- necrotic, poison
- Condition Immunities
- exhaustion, frightened, poisoned
Traits
Darklord Restoration
If Lord Soth dies, he revives with all his Hit Points in 1d10 weeks somewhere in Sithicus.
Legendary Resistance (3/Day, or 4/Day in Domain)
If Lord Soth fails a saving throw, he can choose to succeed instead.
Lord Soth has Advantage on saving throws against spells and other magical effects.
Marshal Undead
Undead creatures of Lord Soth's choice (excluding himself) in a 60-foot Emanation originating from him have Advantage on attack rolls and saving throws. Lord Soth can't use this trait if he has the Incapacitated condition.
Actions
Multiattack
Lord Soth makes three Forsaken Brand attacks.
Forsaken Brand
Melee Attack: +12, reach 5 ft. Hit: 10 (1d8 + 6) Slashing damage plus 13 (3d8) Necrotic damage.
Cataclysmic Fire (Recharge 5–6)
Dexterity Saving Throw: DC 19, each creature in a 20-foot-radius Sphere centered on a point Lord Soth can see within 120 feet. Failure: 24 (7d6) Fire damage plus 24 (7d6) Necrotic damage. Success: Half damage.
Face of Death (1/Day)
Charisma Saving Throw: DC 19, each creature in a 60-foot Emanation originating from Lord Soth. Failure: 22 (4d10) Psychic damage, and the creature has the Frightened condition. Success: Half damage only. Success or Failure: If this damage reduces the target to 0 Hit Points, the target dies.
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
Punish
Lord Soth moves up to half his Speed, and he makes one Forsaken Brand attack.
Soth's Command
Lord Soth casts Command (level 3 version), using the same spellcasting ability as Commanding Magic. Lord Soth can't take this action again until the start of his next turn.
Commanding Magic (3/Day)
Lord Soth casts Dispel Magic, Hold Person, or Banishment (level 5 version), using Charisma as the spellcasting ability (spell save DC 19).
3/day: Dispel Magic, Hold Person, Banishment (level 5 version)
Regional effects
Sithicus is altered by Lord Soth's presence, creating the following effects:
- Closing the Borders: While in his domain, Lord Soth can close or open the borders to Sithicus. While the borders are closed, purple flames fill the Mists surrounding Sithicus. A creature that enters the Mists for the first time on a turn or starts its turn there takes 5 (1d10) Fire damage plus 5 (1d10) Necrotic damage.
- Fearless Soldiers: Undead allies of Lord Soth have Immunity to the Frightened condition.
- Guilt of Sithicus: Few sleep soundly in Sithicus. Whenever a creature other than Lord Soth and his allies finishes a Long Rest in the domain, the creature must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level.
If Lord Soth dies, these effects end immediately.