Carkade Royalty | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Carkade Royalty

Medium undead, any evil
Armor Class: 22 (Natural Armour)
Hit Points: 270+
Speed: 40 ft , fly: 80 ft , swim: -3 ft

STR

20 +5

DEX

9 -1

CON

17 +3

INT

17 +3

WIS

20 +5

CHA

23 +6

Saving Throws: Wisdom +11, Constitution +11, Intelligence +8, Charisma +11
Skills:
  • History +8
  • Religion +8
  • Intimidation +11
  • Magic Resistance: Advantage vs spells and magical effects
  • Regeneration: 20 HP per round
  • Rejuvenation: If destroyed gains new body in 24 hours next to its heart
  • Undead Resistance: All damage reduced by 4
  • Damage Transference: As a reaction transfer up to 20HP damage to a bound target (may use reaction twice between turns)
Damage Vulnerabilities: Fire
Damage Resistances: Bludgeoning, Piercing, and Slashing
Damage Immunities: Necrotic, Poison, Bludgeoning, piercing or slashing damage from non-magical
Condition Immunities: Charmed, Exhaustion, Frightened, Paralysed, Poisoned
Senses:
  • Darkvision 90"
  • Blind Sight
Languages: Common, Carkade, Elder

  • Cleric or Wizard 18+
  • DC 19
  • Spell Attack +19

At will:
  • Toll the Dead
  • Ray of Frost
  • Mold Earth
  • Dancing Lights
  • Chill Touch
  • Counterspell

1/day:
  • Invisibility

2/day:
  • Alter Self
  • Invisibility

3/day:
  • Comprehend Languages
  • Shield
  • Detect Magic

Actions

  • Rotting Fist +10 5d6+4 plus 10d6 necrotic damage (DC19 Constitution save or mummy rot)
  • Dreadful Glare Range 90" DC19 Wisdom save with disadvantage or frightened (failed by 5 or more and paralysed) until end of Mummy Royal’s next turn
  • Dominate (as per spell cast at 24th level, disadvantage on save) recharge 3-6

Legendary Actions

3 per round used in other creatures turns:

  • Rotting Fist Attack or Dreadful Glare attack
  • Blinding dust, DC19 Con or all within 5” blind until end of opponent's next turn
  • Blasphemous Word (2 action cost), all non-undead within 10” DC18 Cn save or blinded until end of Mummy Lord’s next turn
  • Channel Negative Energy (2 action cost), all creatures within 60” (include behind walls and barriers) can’t regain HP until end of Mummy Lord’s next turn
  • Whirlwind of Sand (2 action cost), transforms into whirlwind of sand and moves 60” before reforming, is immune to all damage and physical conditions while in whirlwind

Lair Actions

On initiative count 20 (losing initiative ties), the Carkade Royal takes a lair action to cause one of the following effects:

  • Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round and has advantage to attack.
  • Each undead in the lair has advantage on saving throws against effects that turn undead and any savings throw until initiative count 20 on the next round.
  • Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 6th level or lower in the mummy lord’s lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 19 Constitution saving throw. On a failed save, it takes (1d8) necrotic damage per level of the spell, and the spell has no effect and is wasted.

Regional Effects

A Carkade Royal's temple or tomb is warped in any of the following ways by the creature’s dark presence:

  • Food instantly molders and water instantly evaporates when brought into the lair. Other nonmagical drinks are spoiled — wine turning to vinegar, for instance.
  • Divination spells cast within the lair by creatures other than the Carkade Royal have a 75 percent chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 100 percent.
  • A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws, skill checks and attack rolls. The curse lasts until removed by a remove curse spell or other magic.
  • If the Carkade Royal is destroyed, these regional effects end immediately.

The Royal family of the last Emperor and Empress of Carkade, the Carkade Royals are adorned in only the finest of garb, dress and jewels.

Created by

Holocene Witches.

Statblock Type

Monster

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