The Dirgesinger V1.1 - An angelic necromancer whose melodies wake the dead

by Lambi

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Dirgesinger

Deep within the sunless lands of the
Shadowfell, it is said that a hauntingly
beautiful voice can be heard echoing through
the desolate landscapes. It is unsure when the
Dirgesinger came to call this plane its home, but
its angelic beauty and radiant presence suggest a
divine past that has been forsaken.

Necromancers often seek out the aid of the dirgesinger. It is always willing to lend its voice, so long as an appropriate amount of bodies are supplied to its ever growing army of undead. Ultimately, it wishes for its songs to creep into the corners of every plane.

Art by Shawanna Schuck












Dirgesinger

Medium celestial, lawful evil


  • Armor Class 17 (natural armor)
  • Hit Points 136 (16d8 + 64)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5)

  • Saving Throws Wis +10, Cha +10
  • Skills Insight +10, Intimidation +10, Perception +10, Persuasion +10
  • Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 120 ft., passive Perception 20
  • Languages all, telepathy 120 ft.
  • Challenge 13 (10,000 XP)

Angelic Weapons. The dirgesinger's weapon attacks are magical. When the dirgesinger hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Funeral March. The dirgesinger can use a bonus action to control the movement of one creature that it can see within 30 feet of it. The creature must succeed on a Charisma saving throw or use its reaction to move up to its speed in a direction of the dirgesinger's choice.

Innate Spellcasting. The dirgesinger's innate spellcasting ability is Charisma (spell save DC 18). The dirgesinger can innately cast the following spells, requiring no material components:

At will: detect evil and good, false life, mage armor (self only)

3/day each: bane, silence

1/day each: circle of death, Otto's irresistible dance

Actions

Multiattack. The dirgesinger makes two scythe attacks.

Scythe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 18 (4d8) radiant damage.

Flying Scythe. The dirgesinger releases its scythe to hover magically in an unoccupied space within 5 feet of it. If the dirgesinger can see the scythe, the dirgesinger can mentally command it as a bonus action to fly up to 20 feet and either make one attack against a target or return to the dirgesinger's hands. If the hovering scythe is targeted by any effect, the dirgesinger is considered to be holding it. The hovering scythe falls if the dirgesinger dies.

Song of Awakening (Recharge 4-6). Any corpse or pile of bones within 20 feet of the dirgesinger rises as a zombie or a skeleton respectively. These undead obey the dirgesinger's mental commands and are destroyed if the dirgesinger dies.

Reactions

Spell Deflection. If the dirgesinger makes an unsuccessful saving throw against a spell, or a spell attack hits it, the dirgesinger can choose an undead under its control within 20 feet of it. The chosen undead becomes the recipient of the spell's effects instead of the dirgesinger.

Legendary Actions

The dirgesinger can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dirgesinger regains spent legendary actions at the start of its turn.

Song of Rejuvenation The dirgesinger targets one undead under its control that is within 20 feet of it. The dirgesinger regains hits points equal to the undead's remaining hit points and then the undead is destroyed.

Frightening Gaze (Costs 2 Actions). The dirgesinger fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 16 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the dirgesinger's gaze for the next 24 hours.