18 (plate)
165 (22d8 + 66)
30 ft.
Wis +8, Cha +7
Deception +7, Insight +8, Intimidation +7, Persuasion +7
bludgeoning, piercing, and slashing from nonmagical weapons
necrotic, poison
charmed, frightened, petrified, poisoned
darkvision 60 ft.
the languages it knew in life
11
Any creature that starts its turn within 5 feet of the fallen king must succeed on a DC 17 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the fallen king's Stench for 24 hours.
While in sunlight, the fallen king has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
If damage reduces the fallen king to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the fallen king drops to 1 hit point instead.
Any good-aligned creatures within 30 ft. of the fallen king have −1 on their saving throws.
The fallen king makes two attacks.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 10 (3d6) necrotic damage.
The fallen king fixes his gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 17 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the fallen king's gaze for the next 24 hours.