Armor Class
20
Dezmyr Shadowdusk
Medium Undead · Chaotic Evil
Hit Points
180 (19d8 + 95)
Speed
Walk 30 ft.
CR
17
Traits
Magic Resistance
Dezmyr has advantage on saving throws against spells and other magical effects.
Marshal Undead
Unless Dezmyr is , it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.
Actions
Multiattack
Dezmyr makes three longsword attacks.
Longsword
Melee Weapon Attack +11 to hit, reach 5 ft., one target. 9 () Slashing damage, or 10 () Slashing damage if used with two hands, plus 18 () Necrotic damage.
Hellfire Orb (1/Day)
Dezmyr hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 () Fire damage and 35 () Necrotic damage on a failed save, or half as much damage on a successful one.
Bonus Actions
Warp Reality
As a bonus action on her turn, Dezmyr can warp reality, undoing damage dealt to herself or another creature that she can see within 20 feet of her. The beneficiary of this warped reality instantly regains 10 hit points.
Reactions
Parry
Dezmyr adds 6 to its AC against one melee attack that would hit it. To do so, Dezmyr must see the attacker and be wielding a melee weapon.