Small/Medium humanoid, neutral evil
- Armor Class
- 17
- Hit Points
- 221 (26d8 + 104)
- Speed
- 30 ft.
- Challenge
- 16 (15,000 XP)
- Saving Throws
- Con +9, Wis +10
- Skills
- Arcana +9, Stealth +7, Intimidation +12
- Damage Immunities
- necrotic
- Condition Immunities
- charmed; frightened
- Senses
- Truesight 120 ft., passive Perception 15
- Languages
- Common
Traits
con DC 20, each Bloodied creature in a 30-foot Emanation originating from the scion at the end of the scion's turn. The target can't regain Hit Points until the start of the scion's next turn.
If the scion fails a saving throw, it can choose to succeed instead.
The scion has Advantage on saving throws against spells and other magical effects.
Actions
The scion makes two attacks, using Death Touch or Mindwrack Bolt in any combination.
Melee Attack Roll: +12, reach 5 ft. Hit: 25 (4d8 + 7) Necrotic damage.
Ranged Attack Roll: +12, range 120 ft. Hit: 21 (6d6) Psychic damage and the target has the Poisoned condition until the start of the scion's next turn.
Legendary Actions
The scion makes a Death Touch or Mindwrack Bolt attack.
Spellcasting
The scion casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20):
The scion casts Command (level 2 version), using the same spellcasting ability as Spellcasting. The scion can't take this action again until the start of its next turn.