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Merrun the Dispassionate CR: 18

Medium undead, chaotic evil
Armor Class: 18 (Bramble Gloves)
Hit Points: 157 15d10+75
Speed: 30 ft

STR

14 +2

DEX

20 +5

CON

20 +5

INT

21 +5

WIS

15 +2

CHA

24 +7

Saving Throws: Con +11, Dex +11, Cha +13
Skills: Stealth +11, Persuasion +19, Intimidation +13, Deception +19, Perception +8
Damage Resistances: Acid, Fire, Poison
Senses: darkvision 60 ft., Passive Perception 18
Languages: Abyssal, Barovian, Common, Infernal
Challenge Rating: 18
Proficiency Bonus: 6

Merrun is a 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). Merrun has the following spells prepared:   1st level (4 slots): Charm Person, Shield, Unseen Servant, Magic Missle, Inflict Wounds
2nd level (3 slots): Borrowed Knowledge, Suggestion, Mirror Image, Crown of Madness, Misty Step, Invisibility
3rd level (3 slots): Counterspell, Dispel Magic, Sending, Vampiric Touch
4th level (2 slots): Blight, Greater Invisibility


Devils Sight. Magical darkness doesn't impede Merrun's darkvision. Immutable Form. Merrun is immune to any spell or effect that would alter her form.
Legendary Resistance (2/Day). If Merrun fails a saving throw, she can choose to succeed instead.
Magic Weapons. Merruns's weapon attacks are magical.
Necrotic Absorption. Whenever Merrun is subjected to necrotic damage, she takes no damage and regains a number of hit points equal to the necrotic damage dealt.
Vampiric Aura. At the start of each of Merrun's turns, each creature within 5 feet of her takes 10 2d10 necrotic damage. A creature that touches Merrun or hits her with a melee attack while within 5 feet of her takes 10 2d10 necrotic damage.

Actions

Multiattack. Merrun makes 3 attacks, two weapon attacks, and one Bite attack. She can use her Claws instead of her Bite.   Bite. Melee Weapon Attack: d20+11 to hit, reach 5 ft., one target. Hit: 12 2d6+5 magical piercing damage. If the target is a creature, Merrun regains the damage as health.
Claws. Melee Weapon Attack: d20+12 to hit, reach 5 ft., one target: Hit: 12 d6+2 magical slashing damage.
Forsaken Brand. Melee Weapon Attack: d20+11 to hit, reach 5 ft,. one target. Hit: 14 1d8+5 magical slashing damage plus 18 4d8 fire damage.
Forsaken Arrow. Ranged Weapon Attack: d20+15 to hit, range 150/600 ft., one target. Hit: 15 2d8+6 piercing damage plus 18 6d8 necrotic damage. If the target is a creature, it can't regain hit points until the start of Merrun's next turn.

Children of Blood (1/Day). Merrun magically calls 3d6 Imps. While outdoors, Merrun can call 2d4 Hellwasps instead. The called creatures arrive in 1d4 rounds, acting as allies of Merrun and obeying her spoken commands. The creatures remain for 1 hour, until Merrun dies, or until Merrun dismisses them as a bonus action.

Legendary Actions

Merrun can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Merrun regains spent legendary actions at the start of her turn.   Move. Merrun moves up to her speed without provoking opportunity attacks.
Forsaken Brand. Merrun makes a Forsaken Brand attack.
Forsaken Arrow(Cost 2 Action). Merrun makes a Forsaken Arrow attack.


Created by

Joshy Shadow.

Statblock Type

Monster

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