The Fell Knights Legends can only faintly describe the worst of all creatures to ever walk the earth; the Fell Knights. These four powerful beings have scoured the earth for centuries, leaving destruction in their wake. Nearly unkillable, these Fell Knights are truly formidable opponents. Owing alliegance to no creature, these creatures act only on their own desires, and only have one goal; usurping order in the material plane, and tearing apart all the free-minded creatures of the world. Emotions Incarnated The Fell Knights are the humanoid incarnations of the worst emotions humanoids experience: Wrath, Sorrow, Vengeance, and Fear. They are completely composed of those fealings, exuding them to other creatures as well. They wage battle in the mind as well as physically. They tear apart their opponents from the inside out, and turning against each other. Often, they masquerade about invisibily while they stalk their prey; their very presence instilling negative emotions upon the parties; ripping them apart before they even have the chance to fight back. The Four Fell Knights These are the four Fell Knights that wander the world; Wrath- Incarnation of Anger, Sorrow- the Incarnation of Sadness, Vengeance-the Incarnation of Hatred, and Fear- The Incarnation of Terror. Their stat blocks are featured below. Fell Knights traits All of the Fell Knights share the following general traits. Unique traits are in their stat blocks listed in the following pages. Regeneration Fell Knights regenerate 20 hit points at the start of their turn. Unbroken Mind Fell Knights are immune to psychic damage. Irresistable Attack All the Fell Knight's attacks ignore the damage resistances of all creatures level 17 and below. Bulky Despite their size, the Fell Knights use d20s as their hit dice. Innate Spellcasting All Fell Knights can cast the following spells innately, requiring no material components. Their save DCs and Attack Bonus depend on the Fell Knight's Charisma score (which is listed in their individual stat blocks). At will: minor illusion, disguise self, polymorph, invisibiliy scrying, sending, shield, teleport (self only), plane shift (self only), misty step. 3/day each: simulacrum, mirage arcane, greater invisibility 1/day each: astral projection, feeblemind Destroying the Fell Knights Although nearly invincible, the Fell Knights can be defeated; but it truly is a daunting task. Outside their lair's, the Fell Knights simply discorporate if they are defeated and simply return over and over again. The only way to truly defeat them is within their own lairs. Here, their power is nearly doubled, but if they are killed within their own domain, the evil magic that fuels them is dispelled, and they fade from existence. Within their lairs, the Fell Knights are both at their strongest, and at their weakest. All stat blocks created using Dave2oo8's Epic Monster rules, which can be found here. https://drive.google.com/file/d/11Q_RBb9pbre3be9wo3b3_h8xRIobqb28/view

Wrath Without a doubt, the Fell Knight, Wrath, is the most aggressive of the four. He represents all sentient-bieng's rage their burning desire. He appears as a 11 foot tall humanoid with terrifying plate armor. He is constantly surrounded in pure flames, and his devastating attacks can destroy armies. His powerful greatsword, Infernus, helps channel his fiery terror. He is the cruelest and most aggressive of the Fell Knights; taking great pleasure in inflicting harm. Lair Wrath's Lair is within the Elemental Plane of fire, within the ancient Volacano Ignaruis. Within his lair, Wrath gains an additional 400 HP, his Armor Class increases by 10, he gains a +5 bonus to his attack rolls and spell save DC. Additionally, he bypasses resistance to fire damage no matter the creature's level, and if the creature does not have resistance to fire, it is considered vulnerable. Wrath's challenge rating becomes 30 (155,000 XP) within his lair. Lair Actions On inititave count 20 (losing Initiative Ties) Wrath can take a lair action if he is in his lair. He can only take one Lair action, and has to wait at least 1 round before using it again. Wrath can teleport as a free action anywhere within his lair. Wrath causes searing hot flames to scorch his entire layer. All creatures of his choice within his lair to make a DC 30 Constitution Saving throw. Creature takes 100 (10d20) fire damage on failure, or half as much on a success. Creatures that failed the save by 5 or more also gain 2 levels of exhaustion.

Wrath can send out three ruptures of earth 100 feet long, and 5 feet wide. That area becomes difficult terrain, and creatures that start their turn in them take 50 (10d10) fire damage.

Wrath forces all creatures in his lair to make a DC 30 Wisdom saving throw. On a failure, the creature's immediately become enraged and begin attacking anything in sight. Only a Calm Emotions spell, a Greater Restoration spell, or a Wish spell can end the creature's enraged state.

Wrath Large humanoid; Chaotic evil Armor Class 20

20 Hit Points 565 (30d20+250)

565 (30d20+250) Speed 30ft STR DEX CON INT WIS CHA 28 (+9) 14 (+2) 30 (+10) 8 (-1) 8 (-1) 22 (+6) Saving Throws Strength +17, Con +18, Dex +10

Strength +17, Con +18, Dex +10 Skills Athletics +17, Intimidation +14

Athletics +17, Intimidation +14 Condition Immunities charmed, frightened, grappled, poisoned, exhausted

charmed, frightened, grappled, poisoned, exhausted Damage Immunities fire, poison, slashing, piercing, and bludgeoning from nonmagical weapons.

fire, poison, slashing, piercing, and bludgeoning from nonmagical weapons. Damage Resistances cold

cold Senses passive Perception 9, Darkvision 60 ft

passive Perception 9, Darkvision 60 ft Languages All

All Challenge 25 (75,000 XP) Innate Spellcasting. Wrath's spellcasting ability is Charisma (attack +14 spell save DC 22). Wrath can innately cast the following Spells, requiring no material components: At will: Fire bolt (17th level), Burning Hands (9th level), Hellish Rebuke (9th level) 3/day each: Fireball (9th level), Wall of Fire (9th level) 1/day each: Immolation, Firestorm Legendary Resistance (3/day). If Wrath fails a saving throw, he can choose to succeed instead. Magic Resistance Wrath has advantage on saving throws against spells and other magical effecs. Aury of Wrath. Any creature that starts their turn wihin 100 feet of Wrath must succeed on a DC 22 Wisdom saving throw or become blinded by anger. Creatures affected by this ability have disadvantage on attack rolls, saving throws, and skill checks. They can re-roll the saving throw at the end of their turns. Success grants a creature immunity to this aura for 24 hours. Burning armor. Any creature that starts their turn within 10 ft of Wrath take 36 (8d8) fire damage, and every time he is hit with a melee attack, fire erupts from his armor, striking his attacker and dealing 24 (6d6) fire damage. Infernus. Wrath wields a +3 magic Greatsword named Infernus. Actions Multiattack. Wrath makes 3 attacks with Infernus. He can replace any of these attacks with sear. Infernus. Melee Weapon Attack: +20 to hit, reach 10ft., one target. Hit 31 (2d12+12) plus 21 (6d6) fire damage. Sear. Wrath targets a creature within 60 feet of him. That creature must succeed on a DC 22 Constitution Save or take 33 (6d10) fire damage, or half as much on a success Reactions Parry. Wrath adds +8 to AC to an attack that would normally hit him. Spell Redirection. If Wrath is targetted by a spell 5th level or lower that targets only him (no area of effect), he redirects the spell back at the person who cast it, using his spell save DC or spell attack bonus Legendary Actions Wrath can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Wrath regains spent legendary actions at the start of its turn. Infernus Hungers Wrath attacks a target in range with Infernus. If that creature is under the effect of his Aura of Anger, this is made with advantage. Solar flare (costs 2 actions). Wrath swings Infernus in a wide arc, leeting loose a wave of flames 50 feet long and 20 feet wide. Creatures in its path must make a DC 25 dexterity saving throw or take 32 (5d12) fire damage, or half as much on a success. Hellstorm (costs 3 actions). Wrath raises Infernus in the air, and summons a massive ball of fire, which then slams into the ground. Creatures within 60 feet of Wrath must succeed on a DC 25 Dexterity saving throw or take 90 (15d12) fire damage, or half as much on a success. This ability incinerates any flammable objects that aren't being carried.

Infernus Weapon (Greatsword), Legendary (requires attunement by a creature with a strength score of at least 25) Description The weapon of choice of the Fell Knight, Wrath. It is a very large, very heavy weapon forged from chaotic flames from the elemental plane of fire. Properties These are the properties of the legendary greatsword. Magic Weapon Infernus is a magic weapon that provides a +3 bonus to attack and damage rolls. It deals an extra 2d8 fire damage on a hit. Infernus emits bright light to a range of 30 feet and dim light another 30 feet. All hostile creatures within this light cannot take reactions. Flame Absorption When a creature wielding infernus takes fire damage, they can use their reaction to absorb the flames within the blade, restoring hit points equal to the damage they would have taken. The flames must come from an external source and not the creature attuned to the sword. Chaotic Anger The flames within Infernus lash out at all it touches. If you score a critical hit with Infernus, you deal an additional 4d10 fire damage to the target.

Sorrow The Fell Knight, Sorrow, is one of the more humanoid looking of the Fell Knights. She often takes on the appearance of a female, blue-skinned elf with blue armor. Sorrow's face is continiously covered with tears, as she can never stop crying. Her sorrow and depression is contagious, as creatures near here feel the cold grip of sorrow upon their hearts. Sorrow is more reserved than the other Fell Knights. She is more harsh and bitter than outright cruel. She is not very eager to fight, but will defend herself if provoked. Lair Sorrow's's Lair is within the Elemental Plane of Ice, on an ancient temple within the mountains. Within in her lair, Sorrow gains an additional 400 HP, her Armor Class increases by 10, and shhe gains a +5 bonus to her attack rolls and spell save DC. Additionally, she bypasses resistance to cold damage no matter the creature's level, and if the creature does not have resistance to cold damage, it is considered vulnerable. Sorrow's challenge rating becomes 30 (155,000 XP) within her lair. Lair Actions On inititave count 20 (losing Initiative Ties) Sorrow can take a lair action if she is in her lair. She can only take one Lair action, and has to wait at least 1 round before using it again. Sorrow can teleport as a free action anywhere within her lair. Sorrow causes a blizzard to cover her entire lair. Creatures within this blizzard (except for her) cannot only see 10 feet away. Additionally, ranged attacks and ranged spell attacks automatically fail. This blizzard lasts 1 minute or can be dispelled with a Control Weather spell. The creature casting it must make a Wisdom Saving throw against Sorrow's save DC.

Sorrow turns the entire floor of her lair to turn to ice. All creatures must succeed on a DC 25 dexterity saving throw, falling prone on a failure. For the creatures that succeed, the ice is considered difficult terrain. The ice lasts 1 minute, or until Sorrow takes another lair action.

Sorrow causes freezing shards of ice to fly throughout her lair. All creatures of her choice must succeed on a DC 25 dexterity saving throw, taking 38 (7d10) cold and 38 (7d10) piercing damage on a failure, or half as much on a success.

Sorrow Medium humanoid; Lawful evil Armor Class 22 (24 with dual scimitars)

22 (24 with dual scimitars) Hit Points 580 (30d20+250)

580 (30d20+250) Speed 50ft STR DEX CON INT WIS CHA 10 (0) 28 (+9) 20 (+5) 18 (+4) 20 (+5) 19 (+4) Saving Throws Dexterity +17, Wisdom +14, Constitution +13

Dexterity +17, Wisdom +14, Constitution +13 Skills Perception +13

Perception +13 Condition Immunities Charmed, Frightened, Poisoned, Exhausted, Stunned

Charmed, Frightened, Poisoned, Exhausted, Stunned Damage Immunities Cold, Slashing, Piercing, and Bludgeoning from nonmagical weapons.

Cold, Slashing, Piercing, and Bludgeoning from nonmagical weapons. Damage Resistances Lightning, Poison, Slashing, Percing, and Bludgeoning from +1 magic weapons.

Lightning, Poison, Slashing, Percing, and Bludgeoning from +1 magic weapons. Damage Vulnerabilities Fire

Fire Senses passive Perception 23, Darkvision 60 ft, Blindsight 60 ft

passive Perception 23, Darkvision 60 ft, Blindsight 60 ft Languages All

All Challenge 25 (75,000 XP) Legendary Resistance (3/day) If Sorrow fails a saving throw, she can choose to succeed instead. Magic Resistance. Sorrow has advantage on saving throws and other magical affects. Mourn Sorrow wields a +3 weapon named Mourne, whose properties are detailed below. As a bonus action, Sorrow can pull Mourne apart into two Scimitars, or as bonus action, attach the scimitars back together to form a Greatbow. Aura of Sorrow. Any creature who starts their within 100 feet of Sorrow must succeed on a DC 25 Wisdom saving throw or become inflicted by sadness. Creatures inflicted by this aura must roll 1d8 whenever they make an attack roll, saving throw, or skill check. They then detract that number from their d20 roll. Succeeding on the save grants immunity to this ability for 24 hours. Freezing Shroud. Any creature who starts their turn within 20 feet of Sorrow takes 36 (9d8) cold damage. Icey Steps Sorrow is unbothered by cold temperatures. Additionally, she ignores difficult terrain from snow, ice, or other wintery effects. Actions Multiattack Sorrow makes 2 attacks with Mourne in Greatbow form, or 3 attacks if Mourne is in Scimitar form Mourne (Greatbow). Ranged Weapon Attack: +20 to hit, reach 200/800., one target. Hit 45 (6d10+15) plus 22 (4d10) Cold damage. Creature's hit by this arrow must succeed on a DC 25 Wisdom save or be charmed by Sorrow. The creature can re-roll the save if it takes damage or receives a suicidal command. Mourne (Scimitar). Melee Weapon Attack: +20 to hit, reach 5ft., one target. Hit 25 (2d10+15) slashing plus 22 (4d10) cold damage. Bonus Actions Switch Sorrow switches the forms of her weapon. Command Sorrow issues a precise command over a creature she has charmed. Reactions Quickshot When Sorrow succeeds a Saving throw, she can immediately fire an attack with Mourne if it's in bow form. Legendary Actions Sorrow can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Sorrow regains spent legendary actions at the start of its turn. Frozen Dart. Sorrow fires a shot with Mourne (greatbow) or a slash with Mourne (scimitar). This attack is made with advantage if the creature is under the effects of her Aura of Loss. Freeze. Sorrow stomps her foot, shooting off up to three strands of ice at up to 3 targets within 60 feet. Those targets must Succeed a DC 25 Dexterity saving throw, or have their legs encased in ice and become restrained. They can attempt to free themself out with a DC 25 strength (athletics check), or attack the ice, which has an AC of 15 and 40 HP. Fire deals double damage to the ice Winter shards (costs 2 actions). Sorrow extends her hands, and shoots out frozen pellets in a 100 foot, 20 foot wide line. All creatures in this path must succeed on a DC 25 dexterity save, taking 45 (10d8) piercing plus 22 (4d10) cold damage on a failure, or half as much on a success.

Mourne Weapon (Greatbow/Scimitar), Legendary (requires attunement) Description The weapon of choice of the Fell Knight, Sorrow. It can be pulled apart to form two scimitars or put back together to form a Greatbow. Properties These are the properties of the legendary weapon. Magic Weapon Mourne is a magic weapon that provides a +3 bonus to attack and damage rolls. The creature attuned to this weapon change Mourne's weapon forms as a bonus action. In Greatbow form, Mourne requires no ammunation and has a range of 200/800 feet. It deals an additional 2d10 cold damage on a hit.

In its dual scimitar form, Mourne deals an additional 2d8 cold damage per hit. Additionally, if the creature is holding both scimitars at once, they gain a +2 bonus to AC. Icy Remnants (scimitar form) When a creature is struck by Mourne in it's scimitar forms, it's speed is reduced by 15 for its next turn. Explosive Shards (greatbow form) When you strike a creature with an arrow from Mourne, you can use a bonus action to will the arrow to explode. The target, and any other creature within 10 feet, must succeed on a DC 16 Dexterity saving throw, taking an additional 4d10 (22) piercing damage on a failure, or half as much on a success. Once you use this ability three times, you must wait until the next dawn to regain all uses.

Vengeance The Fell Knight, Vengeance, can almost completely pass as a human. He is of average height for a mature human, and moves, looks, and sounds like one. However, beyond the soft spoken mask lies a creature obsessed with one thing: revenge. This roots into the minds of all creatures; blinding them with hatred to the point where they attack their own friends. Vengenace is the most reserved of the other Fell Knights. He would rather make his enemies tear each other apart, but will engage in combat to defend himself Lair Vengeance's Lair is actually on the material plane. It takes the form of a large castle that teleports to a new location every week. Within hislair, Vengenace gains an additional 400 HP, his Armor Class increases by 10, and he gains a +5 bonus to his attack rolls and spell save DC. Additionally, he bypasses resistance to psychic damage no matter the creature's level, and if the creature does not have resistance to force damage, it is considered vulnerable. Vengeance's challenge rating becomes 30 (155,000 XP) within her lair. Lair Actions On inititave count 20 (losing Initiative Ties) Vengeance can take a lair action if he is in her lair. He can only take one Lair action, and has to wait at least 1 round before using it again. Vengeance can teleport as a free action anywhere within his lair. Vengeance utters a booming word of hatred. All creatures of his choice must succeed on a DC 25 Wisdom Saving throw. Those that fail become under the effect of the Power Word Pain spell, no matter what Hit Points they are at. They creatures cannot repeat the saving throw, and the affect ends only with a Dispel Magic or a Greater Restoration spell is cast at 6th level.

Vengeance causes a hazy fog to appear within his lair. All creatures within must succeed on a DC 25 Intelligence saving throw. On a failure, the creatures believe that anything that moves is an enemy, and will strike at every creature that moves. If a creature takes damage, it can repeat the saving throw. Creatures with blindsight have advantage on the save, and creatures with truesight automatically succeed.

Vengeance targets all creatures within his layer with a hateful glare. They must succeed on a DC 25 Wisdom saving throw. On a failure, that creature must roll a d6. The number they roll corresponds with an ability score. That ability score decreases by 4. Only a Greater Restoration spell can restore the ability score decrease. d6 Ability score 1 Strength 2 Dexterity 3 Constitution 4 Intelligence 5 Wisdom 6 Charisma

Vengeance Medium humanoid; Lawful evil Armor Class 24

24 Hit Points 680 (30d20+350)

680 (30d20+350) Speed 30ft STR DEX CON INT WIS CHA 26 (+8) 20 (+5) 24 (+7) 16 (+3) 22 (+6) 26 (+8) Saving Throws Strength +17, Con +15, Dex +14

Strength +17, Con +15, Dex +14 Skills Athletics +17, Percetion +16

Athletics +17, Percetion +16 Condition Immunities Charmed, Frightened, Poisoned, Exhausted, Stunned

Charmed, Frightened, Poisoned, Exhausted, Stunned Damage Immunities Psychic, Force, Slashing, Piercing, and Bludgeoning from nonmagical weapons

Psychic, Force, Slashing, Piercing, and Bludgeoning from nonmagical weapons Damage Resistances Poison, Acid, Slashing, Piercing, and Bludgeoning from +1 magical weapons

Poison, Acid, Slashing, Piercing, and Bludgeoning from +1 magical weapons Damage Vulnerabilities Thunder

Thunder Senses passive Perception 25, Darkvision 60 ft

passive Perception 25, Darkvision 60 ft Languages All

All Challenge 25 (75,000 XP) Innate Spellcasting. Vengeance's spellcasting ability is Charisma (attack +17 spell save DC 25). Vengeance can innately cast the following Spells, requiring no material components: At will: Bestow curse (9th level), Hex (9th level), Bane (9th level) 3/day each: Scatter, Power Word Pain 1/day each: Disintegration, Psychic Scream Legendary Resistance (3/day) If Vengeance fails a saving throw, he can choose to succeed. Magic Resistance. Vengeance has advantage on saving throws and other magical affects. Aura of Hate. Any creature within 100 feet for Vengeance must succeed on a DC 25 Wisdom saving throw or become blinded by their hatred. Creatures under this effect will see Vengeance as a friendly creature, and treat anything else they see as hostile, and will attack the nearest creature to them. The creature can remake the save at the end of their turns. On a success, they become immune to this aura for 24 hours Vengeful Attacks If Vengeance hits a creature that has already damaged him, he deals 10 extra damage to the target. Oblivion. Vengeance wields a +3 magic Longsword named Oblivion. It's effects are detailed in the next page. Vengeful Senses Vengeance is able to take a reaction on each turn of combat. Actions Multiattack. Vengeance makes 3 attacks with Oblivion Oblivion. Melee Weapon Attack: +20 to hit, reach 5ft., one target. Hit 38 (5d10+13) slashing plus 22 (4d10) psychic damage. Reactions Revenge Strike As a response to taking damage, Vengeance can immediately strike at the creature that damaged him. This is made with advantage, and he scores a critical hit on a roll 18-20. Legendary Actions Vengeance can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Vengeance regains spent legendary actions at the start of its turn. Hateful Strike Vengeance attacks a target in range with Oblivion. Hateful Glare. Vengeance casts Crown of Madness on a creature. The creature makes it's saving throw with disadvantage. The Incarnartion's Strike (costs 2 actions). Vengeance drive his blade into the groud, emitting a shockwave of psychic energy. All creatures within 60 feet must succeed on a dc 25 Wisdom saving throw, taking 52 (8d12) pyschic damage and having their speed reduced to 0 on a failure, or half as much on a success.

Oblivion Weapon (Longsword), Legendary (requires attunement) Description The weapon of choice of the Fell Knight, Vengeance. It's critical hits are devastatingly brutal, and creatures that find themselves at the edge of this blade find themselves smited into oblivion. Properties These are the properties of the legendary weapon. Magic Weapon Oblivion is a magic weapon that provides a +3 bonus to attack and damage rolls. The longsword deals an additional 1d10 psychic damage on a hit. Brutal Critical When you score a critical hit with Oblivion, you deal x3 extra damage instead of the normal x2. This bypasses effects that provide resistance to critical hits (like adamintine armor) Critical resistance As Oblivion deals extra damage on critical hits, it also protects it's wielder. The creature attuned to Oblivion takes half damage from critical hit.

Fear The Fell Knight, Fear, is perhaps the worst of the Fell Knights. Fear takes the form of a young woman in snow white robes, which cover everything except for her face. Her very presence can cause a creature's worst fear to bubble in the front of their mind, distracting them in battle. It says that her cloak masked her true form, and should a creature see her true form, it could shatter their mind. Fear relishes in terrifying her enemies; destroying their willpower, morale, and bravery before destroying them with her scythe, Terror Lair Fear's Lair is in a dispondent mansion on the Shadowfell. Within her lair, Fear gains an additional 400 HP, her Armor Class increases by 10, and she gains a +5 bonus to her attack rolls and spell save DC. Additionally, she bypasses resistance to necrotic damage no matter the creature's level, and if the creature does not have resistance to force damage, it is considered vulnerable. Fears's challenge rating becomes 30 (155,000 XP) within her lair. Lair Actions On inititave count 20 (losing Initiative Ties) Fear can take a lair action if she is in her lair. She can only take one Lair action, and has to wait at least 1 round before using it again. Fear can teleport as a free action anywhere within her lair. Fear causes toxic gas to full up her entire layer. All creatures within must make a DC 25 Constitution saving throw, taking 44 (8d10) poison damage on a failure, or half as much as a success. The gas lasts for 1 minute, or until Fear takes another lair action.

Fear causes the creatures wihin her lair to see their worst nightmares. All creatures of her choice must succeed on a DC 25 Wisdom saving throw, taking 39 (6d12) psychic damage on a failure, or half as much on a success. Creatures that fail the save by 5 or more also become blinded and deafened for 1 minute.

Fear causes an illusion of her targets greatest fear. All creatures of her choice must succeed on a DC 25 intelligence saving throw, or become tricked by the illusion and spend all their efforts attempting to combat at. The creatures can remake the save at the end of each of its turns, ending the effect on a success.

Fear Medium humanoid; chaotic evil Armor Class 23

23 Hit Points 665 (30d20+350)

665 (30d20+350) Speed 40ft STR DEX CON INT WIS CHA 18 (+4) 29 (+9) 24 (+7) 20 (+5) 18 (+4) 27 (+8) Saving Throws Dexterity +18, Wisdom +13, Charisma +17

Dexterity +18, Wisdom +13, Charisma +17 Skills Acrobatics +18, Perception +13

Acrobatics +18, Perception +13 Condition Immunities Charmed, Frightened, Poisoned, Stunned

Charmed, Frightened, Poisoned, Stunned Damage Immunities Necrotic, Poison, Slashing, Piercing, and Bludgeoning from nonmagical weapons.

Necrotic, Poison, Slashing, Piercing, and Bludgeoning from nonmagical weapons. Damage Resistances Cold, Acid, Slashing, Piercing, and Bludgeoning from +1 magic weapons.

Cold, Acid, Slashing, Piercing, and Bludgeoning from +1 magic weapons. Damage Vulnerabilities Radiant

Radiant Senses passive Perception 22, Darkvision 60 ft

passive Perception 22, Darkvision 60 ft Languages All

All Challenge 25 (75,000 XP) Innate Spellcasting. Fear's spellcasting ability is Charisma (attack +17 spell save DC 25). She can innately cast the following Spells, requiring no material components: At will Toll the Dead (17th), Inflict wounds (9th level) 3/day Each False Life (9th level), Banishment (9th level) 1/day Each Circle of death (9th level), Finger of Death (9th level) Legendary Resistance (3/day) If Fear fails a saving throw, she can choose to succeed instead. Magic Resistance. Fear has advantage on saving throws and other magical affects. Aura of Fear. Any creature within 100 feet of Fear must succeed on a DC 25 Wisdom saving throw or become frightened of her. Frightened creatures cannot move forward or attack her, and take 21 (6d6) pyschic damage on the start of their turns. The creature can remake the saving throw at the end of their turn. On a succes, the creature becomes immune to this aura for 24 hours. Necrotic Shroud. Creatures that strike Fear with a melee weapon take 27 (8d6) necrotic damage. Nonmagical weapons are disintegrated by this shroud. Terror. Fear wields a +3 magic Scythe named Terror. It's stats are listed in the following page. It has the finesse property. True Form (recharge 8) Fear pulls back her robes and reveals her true form to one creature within 10 feet of her. That creature must succeed on a DC 25 wisdom saving throw, taking 55 (10d10) psychic damage on a failure, or half as much on a success. On a failure, the creature also gains a type of indefinite madness. Actions Multiattack. Fear use terror visions, then makes 3 attacks with Terror Terror. Melee Weapon Attack: +17 to hit, reach 10ft., one target. Hit 44 (6d10+15) slashing plus 22 (4d10) necrotic damage. Creature's hit by this blade must succeed on a DC 25 Constitution save or are unable to regain hit points for one minute. Success on the save grants the creature immunity to this effect for 24 hours. Terror visions. Fear Fear targets 2 creatures within 60 feet. The creature must succeed on a DC 25 Wisdom saving throw or begin living their worst fears; becoming paralyzed and taking 30 (5d10) psychic damage. These visions end if they take damage, or another creature uses an action to snap them out of it. Creatures scared of Fear have disadvantage on the saving throw. Legendary Actions Fear can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end ofanother creature's turn. Fear regains spent legendary actions at the start of its turn. Dashing slash. Fear moves up to her speed and attacks a target in range with Terror. This move does not provoke opportunity attacks. Necrotic Mist (costs 2 actions). Fear expels necrotic mist from her body. Creatures within 20 feet of her must succeed on a Constitution saving throw or take 60 (12d10) necrotic damage; or half as much on a successful save. Nightmare Blast (costs 3 actions). Fear takes Terror makes a slash attack against a creature within 60 feet, shooting off a blast of pure necrotic damage. That creature must succeed on a DC 25 Constitution saving throw or take 65 (10d12) necrotic damage, or half as much on a success. Creatures reduced to 0 hit points by this attack are turned to dust.