Deathbringer (CR 17)

Large Undead
Alignment: Usually neutral evil
Initiative: +2 (Dex); Senses: darkvision (60-foot range), Listen +35, and Spot +35


AC: 33 (-1 size, +1 Dex, +16 natural, +6 banded mail, +1 shield ), touch 10, flat-footed 32
Hit Dice: 30d12 (195 hp)
Fort +10, Ref +12, Will +19
Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +15; Grapple +24
Attack: Large flail +16 melee and large flail +1 melee, or 2 slams +19 melee
Full Attack: Large flail +16/+11/+6 melee and large flail +1 melee, or 2 slams +19 melee
Damage: Large flail 2d6+5/19-20, heavy flail 3d6+2/19-20, slam 1d8+5
Special Attacks/Actions: Greater dispelling, negative burst, trample 2d4+7
Abilities: Str 20, Dex 15, Con -, Int 13, Wis 14, Cha 7
Special Qualities: Undead traits
Feats: Blind-fight; Cleave; Combat Reflexes; Great Cleave; Improved Bull Rush; Improved Critical (flail); Improved Sunder; Power Attack; Improved Natural Attack; Two-Weapon Fighting; Weapon Focus (flail)
Skills: Intimidate +31, Jump +36*, Listen +35, Move Silently +29, and Spot +35
Advancement: 31-50 HD (Large); 51-70 HD (Huge); 71-90 HD (Gargantuan)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or gang (3-5)
Treasure/Possessions: None

Source: Monster Manual II

Greater Dispelling (Sp): A deathbringer can produce a greater dispelling effect at will. Caster level 20th.

Negative Burst (Su): A deathbringer can release a silent burst of negative energy at a range of up to 100 feet. The burst has a 20-foot radius and deals 1d8+10 points of negative energy damage to each living creature in the area (Will DC 23 half). Since undead are powered by negative energy, this effect heals the deathbringer and any other undead within the area of as much damage as it would otherwise deal. Once a deathbringer releases a negative burst, it must wait 1d4 rounds before it can do so again.

Trample (Ex): As a standard action during its turn each round, a deathbringer can trample opponents at least one size category smaller than itself. This attack deals 2d4+7 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 30) for half damage.

A deathbringer uses little subtlety in battle, but whenever it can make a full attack, it attempts to trip its opponent. If tripped during its own attempt, it drops its flail and attacks with its armored fists. When severely damaged, a deathbringer uses its negative burst power, centered on itself. This heals both the deathbringer and any undead compatriots it has in the area while also harming its opponents.

These powerful undead often lead undead armies assembled by necromancers, liches, demons, devils, or any other evil beings intent on inflicting pain and destruction on the living. Deathbringers care not whom they serve; they care only about inflicting widespread destruction.

A deathbringer is a hulking brute of humanoid shape. It has waxy gray skin and a bald head with no external ears. Its lips and eyelids appear to have been sewn shut with blue thread. The creature wears banded mail and wields two wickedly spiked heavy flails.

Deathbringers speak Common and either Abyssal or Infernal.