Armor Class
19
Death Tyrant
Large Undead · Lawful Evil
Hit Points
195 (26d10 + 52)
Speed
Walk 5 ft., Fly 40 ft. ((hover))
CR
14
Traits
Legendary Resistance (3/Day, or 4/Day in Lair)
If the death tyrant fails a saving throw, it can choose to succeed instead.
Actions
Multiattack
The death tyrant uses Eye Rays three times.
Bite
Melee Attack +9, reach 5 feet. 13 () Piercing damage.
Eye Rays
The death tyrant randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll ; reroll if the death tyrant has already used that ray during this turn):
list
list-hang-notitle
item
1: Charm Ray
WIS Save DC 17.
Failure: 13 () Psychic damage, and the target has the condition for 1 hour or until it takes damage.
Success: Half damage only.
item
2: Paralyzing Ray
CON Save DC 17.
Failure: The target has the condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
item
3: Fear Ray
WIS Save DC 17.
Failure: 10 () Psychic damage, and the target has the condition until the end of its next turn.
Success: Half damage only.
item
4: Slowing Ray
CON Save DC 17.
Failure: 18 () Necrotic damage. Until the end of the target's next turn, the target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both.
Success: Half damage only.
item
5: Enervation Ray
CON Save DC 17.
Failure: 16 () Poison damage, and the target has the condition until the end of its next turn. While , the target can't regain Hit Points.
Success: Half damage only.
item
6: Telekinetic Ray
STR Save DC 17 (the target succeeds automatically if it is Gargantuan).
Failure: The death tyrant moves the target up to 30 feet in any direction. The target has the condition until the start of the death tyrant's next turn or until the death tyrant has the condition. The death tyrant can also exert fine control on objects with this ray, such as manipulating a tool or opening a door or container.
item
7: Sleep Ray
WIS Save DC 17 (the target succeeds automatically if it is a Construct or an Undead).
Failure: The target has the condition for 1 minute. The condition ends if the target takes damage or a creature within 5 feet of it takes an action to wake it.
item
8: Petrification Ray
CON Save DC 17. 1 The target has the condition and repeats the save at the end of its next turn if it is still , ending the effect on itself on a success. 2 The target has the condition instead of the condition.
item
9: Disintegration Ray
DEX Save DC 17.
Failure: 36 () Force damage. If the target is a nonmagical object or a creation of magical force, a 10-foot Cube [Area Of Effect] of it disintegrates into dust.
Success: Half damage.
Success or Failure: If the target is a creature and this damage reduces it to 0 Hit Points, it disintegrates into dust.
item
10: Death Ray
DEX Save DC 17.
Failure: 55 () Necrotic damage.
Success: Half damage.
Success or Failure: The target dies if the ray reduces it to 0 Hit Points.
list
list-hang-notitle
item
1: Charm Ray
WIS Save DC 17.
Failure: 13 () Psychic damage, and the target has the condition for 1 hour or until it takes damage.
Success: Half damage only.
item
2: Paralyzing Ray
CON Save DC 17.
Failure: The target has the condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
item
3: Fear Ray
WIS Save DC 17.
Failure: 10 () Psychic damage, and the target has the condition until the end of its next turn.
Success: Half damage only.
item
4: Slowing Ray
CON Save DC 17.
Failure: 18 () Necrotic damage. Until the end of the target's next turn, the target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both.
Success: Half damage only.
item
5: Enervation Ray
CON Save DC 17.
Failure: 16 () Poison damage, and the target has the condition until the end of its next turn. While , the target can't regain Hit Points.
Success: Half damage only.
item
6: Telekinetic Ray
STR Save DC 17 (the target succeeds automatically if it is Gargantuan).
Failure: The death tyrant moves the target up to 30 feet in any direction. The target has the condition until the start of the death tyrant's next turn or until the death tyrant has the condition. The death tyrant can also exert fine control on objects with this ray, such as manipulating a tool or opening a door or container.
item
7: Sleep Ray
WIS Save DC 17 (the target succeeds automatically if it is a Construct or an Undead).
Failure: The target has the condition for 1 minute. The condition ends if the target takes damage or a creature within 5 feet of it takes an action to wake it.
item
8: Petrification Ray
CON Save DC 17. 1 The target has the condition and repeats the save at the end of its next turn if it is still , ending the effect on itself on a success. 2 The target has the condition instead of the condition.
item
9: Disintegration Ray
DEX Save DC 17.
Failure: 36 () Force damage. If the target is a nonmagical object or a creation of magical force, a 10-foot Cube [Area Of Effect] of it disintegrates into dust.
Success: Half damage.
Success or Failure: If the target is a creature and this damage reduces it to 0 Hit Points, it disintegrates into dust.
item
10: Death Ray
DEX Save DC 17.
Failure: 55 () Necrotic damage.
Success: Half damage.
Success or Failure: The target dies if the ray reduces it to 0 Hit Points.
Bonus Actions
Negative Energy Cone
The death tyrant's central eye emits an imperceptible, magical wave of negative energy in a 150-foot Cone [Area Of Effect]. Creatures in that area can't regain Hit Points until the start of the death tyrant's next turn. An intact Humanoid corpse there instantly rises as a under the death tyrant's control and takes its turn immediately after the death tyrant on the same initiative count.
Legendary Actions
Chomp
The death tyrant makes two Bite attacks.
Glare
The death tyrant uses Eye Rays.