Skelmir (5e Creature)

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Design Note: This monster uses the Mythic Monster rules.

titanic aberration, chaotic evil


Armor Class 35 (natural armor)
Hit Points 1,000,000 (10000d100)
Speed 1 mile, 10 miles fly, 1 mile climb, 1 mile swim


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10)

Saving Throws Strength (+20), Dexterity (+20), Constitution (+20), Intelligence (+20), Wisdom (+20), Charisma (+20)
Skills all (+20)
Damage Resistances all magical damage
Damage Immunities bludgeoning, slashing, piercing from non-magical attacks, necrotic, cold, radiant, lightning, thunder
Condition Immunities all
Senses passive Perception 50, Truesight, Blindsight 10 miles
Languages all
Challenge 50 (1,220,000 XP)


Lord of Malice. Whenever a creature comes within one mile of Skelmir and every 10 minutes they remain within a mile of Skelmir, the creature must succeed on a DC 30 Wisdom saving throw or become frightened of Skelmir, and if the creature can see Skelmir’s malevolent eyes, the creature must succeed on a DC 20 Wisdom saving throw or be paralyzed for 10 minutes.

ACTIONS

Multiattack. Skelmir can attack 10 times per turn.

Reaping Claws. Melee Weapon Attack: automatic hit, reach 60 ft., one target. Hit: 760 (100d10 + 500)slashing damage + 760 (100d10 + 500) necrotic damage.

LEGENDARY ACTIONS

The Skelmir can take 5 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. The Skelmir regains spent legendary actions at the start of its turn.


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