Fallen King

Medium undead, chaotic evil

Armor Class

18 (plate)

Hit Points

165 (22d8 + 66)

Speed

30 ft.

Saves

Wis +8, Cha +7

Skills

Deception +7, Insight +8, Intimidation +7, Persuasion +7

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities

necrotic, poison

Condition Immunities

charmed, frightened, petrified, poisoned

Senses

darkvision 60 ft.

Languages

the languages it knew in life

Challenge

11

Stench

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.

Sunlight Sensitivity

While in sunlight, the fallen king has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Undead Fortitude

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.

Withering Presence

Any good-aligned creatures within 30 ft. of the fallen king have −1 on their saving throws.

Actions

Multiattack

The fallen king makes two attacks.

Greatsword

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 10 (3d6) necrotic damage.

Frightening Gaze (2/Day)

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.