Manu Character in Erthos | World Anvil

Manu

A powerful Spirit who has taken up residence in the Desert of Ruins. He has taken on the mantle of Skeleton King, and is a powerful necromancer. It is unclear how he managed to remain in the Material plane or if he found a portal that allowed him to pass over from the Eternal Domain. He claimed a fortress in the Desert of Ruins as his own and began to grow a large force of undead servitors.

Mental characteristics

Personal history

When the Mortal Age first began, Manu was content to watch the growing races explore the world. He spent the time trying to figure out a way to increase his Essence so that he could return to the Eternal Domain and claim a domain as his own. Most of his efforts were in vain. Using necromantic magic he impregnated a mortal woman with a sliver of his Essense. His hope was that a creature would be born, that like mortals would grow Essence as they aged, but like a Spirit be immortal. Divination magic revealed that while it would work, it would be impossible for Manu to absorb the Essence of "his child". In anger, he ripped the unborn child from the womb of the woman, andCesril the Unborn came into existence.   While Manu was scouting out the lands south of his fortress, he saw the band of adventurers who were working with Drake Wisemoon. In particular, he noticed the blossoming relationship between Shanil and Drake. Spying on the band, Manu noticed that the Essence of Shanil and Drake seemed to be merging, unlike anything he had ever seen. Neither of them was weakened by this but seemed to be growing stronger. The wicked machinations of Manu began to turn as he put into place a plan to draw the adventurers to him. When they appeared at his fortress with an army of supporters, Manu managed to defeat the army, kidnap Shanil, and kill the other adventurers. It was at this time, Shanil and Drake's Essence combined filling a diamond with new Life Essence. This Life Essence would eventually grow to become a Spirit named Datheor.

The Skeleton Lord is a capricious Spirit who has resided in the Desert of Ruins.

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Manu "The Skeleton Lord" CR: 15

Medium undead, lawful evil
Armor Class: 16 (Natural Armor
Hit Points: 170 (20d8 + 80)
Speed: 30 ft

STR

18 +4

DEX

10 +0

CON

18 +4

INT

14 +2

WIS

18 +4

CHA

14 +2

Saving Throws: CON +9, INT +7, WIS +9, CHA +7
Skills: Arcana +7, History +7, Intimidation +9, Religion +7
Damage Vulnerabilities: Bludgeoning
Damage Resistances: Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses: Darkvision 120 ft. *Magical Darkness, Passive Perception 14
Languages: Abyssal, Celestial, Common, Elvish, Infernal, Leonin
Challenge Rating: 15

Spellcasting. Manu is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Manu has the following cleric and warlock spells prepared:   Cantrips (at will): Thaumaturgy, toll the dead   1st level (4 slots): command, guiding bolt, Shield   2nd level (3 slots): hold person, ray of enfeeblement, silence   3rd level (3 slots): animate dead, dispel magic   4th level (3 slots): dimension door, divination   5th level (2 slots): contagion, negative energy Flood   6th level (1 slot): harm


Magic Resistance. Manu has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Manu can use his Spirit's Curse ability and makes one attack with his Mace of Bones.   Mace of Bones. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or have a bone at random break within its body. At the DM's discretion, it can have one of the following effects, speed is reduced by 10, disadvantage on Concentration checks, 1d4 repeating damage at the end of its turn, can not wield two handed weapons or a weapon in a random hand. These effects end when the target gains the effects of a lesser restoration spell.     Spirit's Curse. Manu targets one creature it can see within 60 feet of it. If the target can see Manu, it must succeed on a DC 18 Wisdom saving throw against this magic or suffer one level of exhaustion. A target that succeeds on the saving throw is immune to the Spirit's Curse of Manu for 24 hours. Any levels of exhaustion accrued from this ability disappear after 1 long rest.

Legendary Actions

Manu 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. Manu regains spent legendary actions at the start of its turn. Mace Swing. Manu makes one attack with its Mace of Bones.   Skeletal Claws. Hands of Bones reach up from the ground around Manu. Each creature within 5 feet of the Manu must succeed on a DC 16 Dexterity saving throw or be restrained until the end of the creature's next turn.     Blasphemous Word (Costs 2 Actions). Manu utters a blasphemous word. Each non-undead creature within 10 feet of him that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the Manu's next turn.     Soul Drain (Costs 2 Actions). Manu magically drains creatures of their vitality. Creatures within 60 feet of the Manu, including ones behind barriers and around corners, must succeed a DC 16 Constitution saving throw. On a failure they lose 2d8 hit points permanently. These can only be regained by use of a lesser restoration spell. Manu heals the total damage taken.

Lair Actions

On initiative count 20 (losing initiative ties), Manu takes a lair action to cause one of the following effects; Manu can’t use the same effect two rounds in a row.

  • Each undead creature in the lair regains 1d4 hit points at the start of their turn. The only way to negate this is if they were dealt fire or radiant damage at any point.
  • Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.
  • Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in the Manu’s lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes (1d6) necrotic damage per level of the spell, and the spell has no effect and is wasted.

Manu has created a fortress within the Desert of Ruins. From the top of this fortress he conducts his foul experiments.   If Manu is encountered in his lair he has a challenge rating of 16 (15,000 XP).

Regional Effects

Manu's Fortress and the surrounding lands are warped in any of the following ways by the creature’s dark presence:

  • Food instantly molders and water instantly evaporates when brought into the lair. Other nonmagical drinks are spoiled — wine turning to vinegar, for instance.
  • Divination spells cast within the lair by creatures other than Manu have a 25 percent chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent.
  • A creature that is a cleric, paladin, or warlock has a 5% chance of their spells failing.
  If Manu is destroyed, these regional effects end immediately.