Mortarion (5e Creature)

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Large fiend (demon), neutral evil

Armor Class 25 (natural armour)
Hit Points 511 (33d10+330)
Speed 40 ft., fly 120 ft.

28 (+9) 22 (+6) 30 (+10) 25 (+7) 29 (+9) 20 (+5)

Saving Throws Str +18, Wis +18, Cha +14
Skills Perception +18
Damage Resistances cold,fire
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons; acid, lightning, poison
Condition Immunities charmed, disease, paralyzed, poisoned
Senses passive Perception 28
Languages Common, Abyssal, Infernal, telepathy 60 ft.
Challenge 30 (155,000 XP)

Legendary resistance (3/day). If Mortarion fails a saving throw, he can choose to succeed instead.

Death Miasma. At the start of each of Mortarion's turns, each creature within 10 feet of it takes 10 (3d6) poison damage. A creature that touches Mortarion or hits him with a melee attack while within 5 feet of it takes 10 (3d6) necrotic damage.

Might of a Primarch. Mortarion's weapon attacks are considered magical for the purposes of calculating damage resistance and immunities.

Divine Infallibility. If Mortarion rolls a natural 1 for an attack, ability check, or saving throw, he must reroll and take the new result. If the reroll is also a natural 1, that one takes effect


Multiattack. Mortarion uses his Intimidating Presence and then makes three Silence attacks, two Silence attacks and one Lantern attack, or one Silence attack and a Phosfex Bomb.

Intimidating Presence. Each creature of Mortarion's choice that is within 120 feet of him and aware of him must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Mortarion's Intimidating Presence for the next 24 hours.

Silence. Melee Weapon Attack: +18 to hit, reach 15 ft., one creature. Hit: 26 (5d6 + 9) slashing damage. If the target is a creature that has less than 100 hit points, it makes a DC 18 Constitution saving throw or die.

The Lantern. Ranged Weapon Attack:" +15 to hit, range (50/150) ft., one creature. Hit: 18 (4d8) necrotic damage and 18 (4d8) fire damage. Target is set on fire for 1d4 + 4 rounds. At the beginning of their turn, they take 7 (2d6) fire damage. The target can use their action to attempt to put out the flames by making a DC 18 Acrobatics check.

Phosfex bomb (5 uses). Ranged Weapon Attack: +15 to hit, range 30/120 ft., When the bomb hits an object or surface, it detonates, dealing 33 (6d10) piercing damage and 49 (14d6) necrotic in a 30 ft. cube.


The Prince of Decay can take 3 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 Prince of Decay regains spent legendary actions at the start of its turn.

Cull. Mortarion makes one Silence attack action.

Teleport (2 actions). Mortarion appears in an unoccupied space up to 60 ft. away.

Noxious Fumes (2 actions). Mortarion releases a cloud of foreign gases from his armor. Every creature within 15 ft. of him makes a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save and half on a success.

A skilled warlord in his own right, Mortarion was immediately given command of the XIV Legion of Astartes which carried his genetic inheritance, and did so on his own terms. Gathering them before him, a grim and spectral figure robed and bearing the great black scythe that had once belonged to his nightmarish foster-father, it must have seemed to the Terran-born Dusk Raiders that an ancient, graven image of the Grim Reaper had come before them as their new master. His words were simple and delivered in a harsh whisper that never the less carried to each and every one:

"You are my unbroken blades. You are the Death Guard. By your hand shall justice be delivered, and doom shall stalk a thousand worlds."

The Legion's name was then changed in accordance with this decree, and Mortarion's words were engraved above the airlock door of the Battle Barge Reaper's Scythe in honour of that moment. By this simple decree the Dusk Raiders were no more, and the records and annals from that day forward would carry this new name as one to strike fear into the hearts of Mankind's enemies.

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