Dead Three Scion

Medium or Small Humanoid, Neutral Evil
FRA

Inheritor of a Malevolent Deific Triumvirate

Habitat Underdark, Urban — Treasure Relics

Some wicked mortals have bound their souls to Bane, Bhaal, and Myrkul and gained a portion of malevolent divine power from each. A scion of the Dead Three might have seized this power in a sinister ritual or had it thrust on them by an evil Artifact or a god's malevolent will. In any case, they possess cruelty, bloodlust, and necromantic power in equal measure and serve the Dead Three with their soul.
A Dead Three scion leads cults to Bane, Bhaal, or Myrkul—and often to all three. Sometimes the scion commands a single cult with an uneasy mix of adherents of each god, but a scion might lead separate cults from the shadows, playing them against each other and coordinating their efforts to bring the greatest amount of misery to a region.

AC 17

Initiative +7 (17)

HP 221 (26d8 + 104)

Speed 30 ft.

STR

20 (+5)

Save +5

DEX

14 (+2)

Save +2

CON

19 (+4)

Save +4

INT

18 (+4)

Save +4

WIS

21 (+5)

Save +5

CHA

24 (+7)

Save +7

Skills Arcana +9, Intimidation +12, Stealth +7

Immunities Necrotic

Condition Immunities Charmed, Frightened

Senses Truesight 120 ft., Passive Perception 15

Languages Common

CR 16

Traits

Culling Aura. Constitution Saving Throw: DC 20, each Bloodied creature in a 30-foot Emanation originating from the scion at the end of the scion's turn. Failure: The target can't regain Hit Points until the start of the scion's next turn.

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

Magic Resistance. The scion has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The scion makes two attacks, using Death Touch or Mindwrack Bolt in any combination.

Death Touch. Melee Attack Roll: +12, reach 5 ft. Hit: 25 (4d8 + 7) Necrotic damage.

Mindwrack Bolt. Ranged Attack Roll: +12, range 120 ft. Hit: 21 (6d6) Psychic damage and the target has the Poisoned condition until the start of the scion's next turn.

Spellcasting. The scion casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20): At Will: Detect Thoughts, Dispel Magic. 2/Day Each: Dimension Door, Invisibility, Scrying. 1/Day Each: Circle of Death, Create Undead.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature's turn, the scion can expend a use to take one of the following actions. The scion regains all expended uses at the start of each of its turns.

Attack. The scion makes a Death Touch or Mindwrack Bolt attack.

Command. The scion casts Command (level 2 version), using the same spellcasting ability as Spellcasting. The scion can't take this action again until the start of its next turn.