Monster
Murgaxor
Outside your table’s allowed sources
Official reference · SCC · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 16 (blood aegis)
- Hit points
- 127 (15d8 + 60)
- Speed
- Walk 30 ft.
- Challenge rating
- 9
- Alignment
- Neutral Evil
- Strength
- 11
- Dexterity
- 14
- Constitution
- 18
- Intelligence
- 20
- Wisdom
- 12
- Charisma
- 12
- Passive Perception
- 11
- Saving Throws
- con: +8; int: +9; wis: +5; cha: +5
- Skills
- deception: +9; medicine: +5; survival: +5
- Languages
- Common plus any four languages
- Resistances
- necrotic
- Condition Immunities
- exhaustion
Traits
Blood Aegis
The AC of Murgaxor includes his Constitution modifier while he isn't wearing armor or wielding a shield.
Oriq Mask
Murgaxor wears an Oriq mask. While wearing the mask, Murgaxor can't be targeted by any divination magic or perceived through magical scrying sensors, and he adds double his proficiency bonus to Charisma (Deception) checks (included above).
Sanguine Sense
While Murgaxor isn't blinded, he can see any creature that isn't an Undead or a Construct within 60 feet of himself, even through 3, 2 areas, invisibility, or any other phenomena that would prevent sight.
Actions
Multiattack
Murgaxor makes two Blood Lash attacks.
Blood Lash
Melee Spell Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) necrotic damage. If the target is a creature, it can't regain hit points until the start of Murgaxor's next turn.
Blood Boil (Recharge 4–6)
Murgaxor chooses a point within 150 feet of himself, and a 20-foot radius sphere centered on that point fills with a burst of searing, blood-red mist. Each creature of Murgaxor's choice that he can see in that area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 38 (7d10) necrotic damage and is incapacitated until the end of its next turn. On a success, a creature takes half as much damage and isn't incapacitated. A creature dies if reduced to 0 hit points by this necrotic damage.
Lair actions
On initiative count 20 (losing initiative ties), Murgaxor can take one of the following lair actions; after he does so, he can't use that action again until he finishes a long rest:
- Clay Behemoth: A clay golem erupts from the floor in an unoccupied space within 15 feet of the ritual circle. The golem obeys Murgaxor's commands, takes its turns on initiative count 10 (losing initiative ties), fights until destroyed, and reverts to a mound of inanimate clay after 1 hour.
- Earthen Fist: A medium fist of packed earth rises from the floor in an unoccupied space that Murgaxor can see within 30 feet of him. The fist attacks when one creature of his choice is within 4 feet of the fist. The fist has a +11 bonus to hit, and on a hit, the target takes 13 (3d8) bludgeoning damage and is grappled (escape DC 15). The fist disappears if the attack roll misses or if the grapple ends. When the fist disappears, this lair action recharges, allowing Murgaxor to use it again.
- Necrotic Burst: Tendrils of necrotic energy erupt from the ritual circle and lash out at any number of creatures Murgaxor can see within 15 feet of the circle. Each target must succeed on a DC 15 Dexterity saving throw, or it takes 5 (1d10) necrotic damage and can't regain hit points until the start of its next turn.
- Summon Mephits: Murgaxor summons four mud mephits that appear in unoccupied spaces within 15 feet of the ritual circle. The mephits obey Murgaxor's commands, take their turns on initiative count 15 (losing initiative ties), and fight until destroyed.