Skelmir (5e Creature)
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Titanic aberration, chaotic evil
Saving Throws Str +20, Dex +20, Con +20, Int +20, Wis +20, Cha +20
Lord of Malice. Whenever a creature comes within one mile of Skelmir and every 10 minutes they remain within a mile of Skelmir, the creature must succeed on a DC 30 Wisdom saving throw or become frightened of Skelmir, and if the creature can see Skelmir’s malevolent eyes, the creature must succeed on a DC 20 Wisdom saving throw or be paralyzed for 10 minutes.
Multiattack. Skelmir makes ten attacks.
Reaping Claws. Melee Weapon Attack: automatic hit, reach 60 ft., one target. Hit: 760 (100d10 + 500) slashing damage plus 760 (100d10 + 500) necrotic damage.