HomeMonstersYgorl, Lord of Entropy

Ygorl, Lord of Entropy

Traits 

Entropic Aura. Each creature that is not a construct or undead that ends its turn within 15 feet of Ygorl takes 14 (4d6) necrotic damage.


Legendary Resistance (3/Day). If Ygorl fails a saving throw, it can choose to succeed instead.


Magic Resistance. Ygorl has advantage on saving throws against spells and other magical effects.


Actions

Multiattack. Ygorl makes three attacks: two with its scythe, and one with its Entropic Touch.


Scythe. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 18 (2d10 + 7) slashing damage plus 19 (3d12) necrotic damage. Any creature reduced to 0 hit points by this attack dies, with its body and everything it is wearing and carrying, except magic items, exploding into a cloud of ash. The creature can be restored to life only by means of a wish spell.


Entropic Touch. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) necrotic damage, and the target must succeed on a DC: 22 Constitution saving throw or gain one level of exhaustion.


Summon Slaadi (1/Day). Ygorl summons 1d4 + 1 death slaadi. A summoned slaad appears in an unoccupied space within 60 feet of Ygorl, acts as an ally of Ygorl, and can't summon other slaadi. It remains for 1 minute, until it or Ygorl dies, or until Ygorl dismisses it as an action.


Teleport. Ygorl teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.


Legendary Actions

Multiattack. : Ygorl makes three attacks: two with its scythe, and one with its Entropic Touch.


Scythe. : Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 18 (2d10 + 7) slashing damage plus 19 (3d12) necrotic damage. Any creature reduced to 0 hit points by this attack dies, with its body and everything it is wearing and carrying, except magic items, exploding into a cloud of ash. The creature can be restored to life only by means of a wish spell.


Entropic Touch. : Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) necrotic damage, and the target must succeed on a DC: 22 Constitution saving throw or gain one level of exhaustion.


Lair Actions

Regional Effects