EverQuest, Befallen, The Ninth World (Homebrew)
Reckless. At the start of his turn, the Befallen Commander can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn. He can only activate this trait if he was damaged in the previous round. Fear Aura. Any creature hostile to the Befallen Commander that starts its turn within 20 feet of him must make a DC 21 Wisdom saving throw, unless the Befallen Commander is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the Befallen Commander's Fear Aura for the next 24 hours. Legendary Resistance (3/Day). If the Befallen Commander fails a saving throw, he can choose to succeed instead. Magic Resistance. The Befallen Commander has advantage on saving throws against spells and other magical effects. Magic Weapons. The Befallen Commander’s weapon attacks are magical. Rejuvenation. The Befallen Commander’s body turns to dust when he drops to 0 hit points, and his equipment is left behind. He gains a new body after 24 hours, regaining all his hit points and becoming active again. The new body appears within the Trophy Room of Befallen. He can only be permanently killed if Befallen is cleansed of the dark presence that corrupts the location. Turn Resistance. The Befallen Commander has advantage on saving throws against any effect that turn undead.
Multiattack. The Befallen Commander makes four attacks with his Combine Greatsword. He may also use Harm Touch or Poison Breath when it is available. Combine Greatsword. Melee Weapon Attack: 1d20+15 to hit, reach 5 ft., one target. Hit: 15 ( 2d6+8 ) slashing damage plus 21 ( 6d6 ) cold damage. The weapon scores a critical hit on a 19-20 and does 20 slashing and 36 cold damage when it scores a critical. A creature that takes any cold damage must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Harm Touch (Recharge 5-6). As the harm spell, but rolled damage does a minimum of 66 necrotic damage. Disease Breath (Recharge 5–6). The Befallen Commander exhales disease filled poisonous gas in a 30-foot cone. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, a creature takes 35 ( 10d6 ) poison damage and is poisoned for 1 minute. While poisoned in this way, the target can't regain hit points, and it takes 21 ( 6d6 ) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature takes half as much damage and isn’t poisoned. Creatures immune to disease (like paladins and monks of a certain level) are immune to this attack as well. A humanoid reduced to 0 hit points by this damage dies and rises at the start of Befallen Commander’s next turn as a dark bone skeleton (use a Medium sized minotaur skeleton's statblock, the skeleton is also immune to cold and takes half damage from slashing and piercing). The dark bone skeleton acts immediately after the Befallen Commander in the initiative count and is permanently under his command, following his verbal orders.
Deathblow II. When a character is reduced to 0 hit points, the Befallen Commander makes an attack roll with advantage against the character with his Combine Greatsword. If the the Befallen Commander hits, in addition to the damage dealt, the target automatically fails 2 death saving throws.
The Befallen Commander gains a special legendary action called Retaliate.
On initiative count 20 (losing initiative ties), the Befallen Commander takes a lair action to cause one of the following effects. He can’t use the same effect two rounds in a row.
Befallen