Medium undead, lawful evil
- Armor Class
- 18
- Hit Points
- 228 (24d8 + 120)
- Speed
- 30 ft.
- Challenge
- 19 (22,000 XP)
- Saving Throws
- Cha +11, Dex +6, Wis +9
- Damage Immunities
- necrotic; poison
- Condition Immunities
- exhaustion; frightened; poisoned
- Senses
- Darkvision 120 ft., passive Perception 13
- Languages
- Common, Infernal
Traits
If Lord Soth dies, he revives with all his Hit Points in 1d10 weeks somewhere in Sithicus.
If Lord Soth fails a saving throw, he can choose to succeed instead.
Lord Soth has Advantage on saving throws against spells and other magical effects.
Undead creatures of Lord Soth's choice (excluding himself) in a 60-foot Emanation originating from him have Advantage on attack rolls and saving throws. Lord Soth can't use this trait if he has the Incapacitated condition.
Actions
Lord Soth makes three Forsaken Brand attacks.
Melee Attack Roll: +12, reach 5 ft. Hit: 10 (1d8 + 6) Slashing damage plus 13 (3d8) Necrotic damage.
dex DC 19, each creature in a 20-foot-radius Sphere centered on a point Lord Soth can see within 120 feet. 24 (7d6) Fire damage plus 24 (7d6) Necrotic damage. Half damage.
cha DC 19, each creature in a 60-foot Emanation originating from Lord Soth. 22 (4d10) Psychic damage, and the creature has the Frightened condition. Half damage only. If this damage reduces the target to 0 Hit Points, the target dies.
Legendary Actions
Lord Soth moves up to half his Speed, and he makes one Forsaken Brand attack.
Lord Soth casts Command (level 3 version), using the same spellcasting ability as Commanding Magic. Lord Soth can't take this action again until the start of his next turn.
Spellcasting
Lord Soth casts Dispel Magic, Hold Person, or Banishment (level 5 version), using Charisma as the spellcasting ability (spell save DC 19).