Holocron

Dark Lord Spirit

Medium undead · CR 24
sizeMediumcr24
A bound dark-side master that manifests in its lair, casting devastating Force powers, teleporting, and striking with a saber of energy.
Controller
How to run itOpen from range with dominate and fear, Force Saber anything that closes, and teleport away each round; spend legendary actions on Dark Lightning.

Some incredibly powerful dark force users can bind themselves to a location and physcially manifest and remain incredibly potent over a limited geographic area, such as a cave, copse, or abandoned city. This location is their lair.#### Lair ActionsOn initiative count 20 (losing initiative ties), a Dark Lord Spirit can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:- Dark Lord Spirit casts the coerce mind power on every creature of his choice in the lair. It needn't see each one, but it must be aware that an individual is in the lair to target that creature. It issues the same command to all the targets.- Dark Lord Spirit casts the darness power four times at its lowest level, targeting different areas with the power. It doesn't need to concentrate on the powers, which end on initiative count 20 of the next round.#### Regional Effects- The area within 6 miles of the lair becomes overpopulated with lizards, poisonous snakes, and other venoumous beasts.- Beasts within 1 mile of the lair become violent and crazed -- even creatures that are normally docile.- Intelligent creatures within half of a mile of the lair frequently see hallucinations of long-dead friends and comrades that vanish after only a brief glimpse.If the Dark Lord Spirit dies, these effects fade over the course of 1d10 days.

Armor Class 20 · Hit Points 313 (33d8 + 165) · Speed 40 ft.

STR DEX CON INT WIS CHA
22 15 21 23 21 26

Innate Forcecasting (Trait). At will: coerce mind, fear, improved feedback, sense force, sever force 3/day each: darkness, dominate mind, force project, force suppression, sanctuary, telekinesis 1/day each: dominate monster, improved force camouflage, mass animation The spirit's forceasting ability is Charisma (force save DC 23). It can innately cast the following force powers:

Legendary Resistance (Trait). If the spirit fails a saving throw, it can choose to succeed instead.

Tech Resistance (Trait). The spirit has advantage on saving throws against tech powers.

Multiattack (Action). The spirirt attacks twice with Force Saber.

Force Saber (Action). Melee Power Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (4d6+6) energy damage plus 10 (3d6) psychic damage.

Teleport (Action). The spirit teleports up to 120 feet into an unoccupied space it can see.

Attack (Legendary). The spirit attacks once with Force Saber.

Dark Lightning (Legendary). Ranged Power Attack: +13 to hit, range 60 ft., one target. Hit: 14 (4d6) necrotic damage. The target must succeed on a DC 23 Strength saving throw or become shocked until the end of their next turn.

Sow Discord (Legendary). The spirit casts coerce mind or fear.

Teleport (Legendary). The spirit uses its teleport action.