DUMB DECISION TTRPG · Library

Undying Councilor

Medium undead, Neutral Good

Armor Class 17 (natural armor)

Hit Points 104 (16d8 + 32)

Speed 30 ft.

STR 16 (+3)
DEX 10 (+0)
CON 14 (+2)
INT 17 (+3)
WIS 21 (+5)
CHA 16 (+3)

Saving Throws CON +6, INT +7, WIS +9

Skills Arcana +7, History +11, Insight +9, Perception +9, Religion +7

Damage Immunities poison, radiant

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

Senses darkvision 120 ft., passive Perception 19

Languages Common, Elvish

Challenge 10

Aura of Radiance. The councilor magically sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The councilor can extinguish or restore this light as a bonus action. If the bright light overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created that darkness is dispelled.

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

Actions

Multiattack. The councilor makes two Radiant Touch attacks.

Radiant Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) radiant damage.

Healing Touch (3/Day). The councilor touches another creature. The target magically regains 18 (3d8 + 5) hit points and is freed from one curse afflicting it (councilor's choice).

Flame Strike (5th-Level Spell; Requires a Spell Slot). The councilor chooses a point it can see within 60 feet of it. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on that point must make a DC 17 Dexterity saving throw. A creature takes 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. If the councilor casts this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (its choice) increases by 1d6 for each slot level above 5th.

Legendary Actions (2)

Touch. The councilor makes one attack with its Radiant Touch.

Shimmering Aura (Costs 2 Actions). The councilor channels positive energy into its Aura of Radiance. Until the end of the councilor's next turn, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that starts its turn in the bright light must succeed on a DC 17 Constitution saving throw or be blinded until the end of the councilor's next turn.

Source

ERLW, p. 311