Medium construct, lawful evil

Armor Class 19 (midnight armor)
Hit Points 260 (40d8+80)
Speed 30 ft., fly 90 ft.; Vilis Points 19

22 (+6) 17 (+3) 16 (+3) 21 (+5) 15 (+2) 19 (+4) 2 (-4) 19 (+4)

Saving Throws Str +12, Int +11, Wis +8, Cha +10
Skills Deception +10, Insight +8, Investigation +11, Perception +8, Persuasion +10, Science +11, Technology +11
Damage Vulnerabilities lightning
Damage Resistances cold, fire, necrotic, psychic; bludgeoning, piercing, slashing
Damage Immunities poison
Condition Immunities exhaustion, frightened, petrified, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 18
Languages Abyssal, Common, Deep Speech, Draconic, Dwarvish, Elvish, Infernal, Undercommon, Vilespeech
Challenge 20 (25,000 XP)


  • Analyze Weakness. As a bonus action, Caskette makes an Intelligence check against a DC equal to the CR of a creature she is able to see or hear. On a success, she learns the attacks, immunities, features, and resistances granted by the creature’s race or type. Caskette can only use this feature against a creature once every 24 hours.
  • Artificial Response. When Caskette is charmed, paralyzed, or stunned, she may spend a bonus action to make a saving throw to eliminate the condition. Caskette may only use this feature once against a specific effect.
  • Evasion. When Caskette makes a Dexterity saving throw to reduce the damage of a spell or attack, on a success she takes no damage and on a failure she takes half damage.
  • Inherent Heresy: Wrath. As a bonus action, Caskette may spend 1 vilis point to gain advantage on a Strength ability check or saving throw.
  • Legendary Resistance (2/Day). If Caskette fails a saving throw, she can choose to succeed instead.
  • Targeting Relays. Caskette does not have disadvantage on ranged attacks while within reach of an enemy.
  • Technofanatic. Caskette has advantage on Technology checks.
  • Technological Spellcasting. Caskette is a 20th level spellcaster that uses Intelligence as her spellcasting ability (spell save DC 19; +11 to hit with spell attacks). She casts spells using technological devices she crafts (2 lb. Cantrips, 1/2 lb. per spell level; AC 10 + spell level, 40 hp each) and her spells ignore the effects of both counterspell and dispel magic. Caskette has the following spells prepared:


  • Multiattack. Caskette makes any combination of four unarmed strikes and necroblasts.
  • Necroblast. Ranged Weapon Attack: +9 to hit, range 100/500 ft., one target. Hit: 25 (5d8+3) necrotic damage.
  • Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (2d8+12) bludgeoning damage.
  • Thrown Object. Ranged Weapon Attack: +9 to hit, range 100/200 ft., multiple targets (determined by object size; make one attack roll per target). Hit: 10 (1d8+6) damage. The damage type depends on the object (bludgeoning, piercing, or slashing) and at 100 pounds and every 100 pounds thereafter, the damage increases by 1d8 (up to 103 [21d8+9] at 2,000 pounds). Caskette is able to throw objects as heavy as 1 ton and lift objects ten times that weight.
  • Necrobeam (Recharge 5-6). Caskette unleashes the weapon in her chestplate, blasting a potent beam of foul energy in a 120-foot line that is 15 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 104 (16d12) necrotic damage on a failed save, or half as much damage on a successful one. Creature that fail their saving throw cannot magically heal damage from the necrobeam.


Caskette 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. Caskette regains spent legendary actions at the start of her turn.

  • Reinforce Armor. Caskette releases small insectile cherubs that flit about repairing her armor and she regains 4d4+5 hit points.
  • Sensory Sweep. Caskette makes a Wisdom (Perception) check. This check is made as if she had cast detect magic, though she does not require an action to see magical auras.
  • Trigger Device (Costs 2 Actions). Caskette activates one technological spellcasting device of 4th-level or lower.


Though their designs are ancient these shrines to antiquity are home to the wicked machinations of Caskette, built by her to store unholy devices and blasphemous experiments centuries in the making. Fell constructs stalk the halls looking for trespassers to be used by their master later, the moans of their lament and woe matched in ambiance by the strange green torchlight providing baleful illumination to her macabre workshops.

On initiative count 20 (losing all initiative ties), Caskette can use one of her lair action options. She can’t do so while incapacitated or otherwise unable to take actions. If surprised, she can’t use one until after her first turn in the combat.

  • A total of 1d4 robotic servants pour out from crevices and rooms to assail Caskette’s enemies (use the statistics for Animated Objects).
  • Teleportation emitters kick on and swap the locations of all creatures not native to the lair. Each creature makes a DC 19 Charisma saving throw or it is transpositioned. Transpositioned creatures are teleported clockwise, taking the place of an ally.
  • Gyros throughout the laboratory send magic disrupting energy fields cascading everywhere. Until the start of the next round, spell attacks are made with disadvantage, and creatures have advantage on saving throws made to resist spells and other magical effects. Caskette and her spells aren’t affected by this lair action.


The areas around Caskette’s laboratories are tinged by the toxic byproduct of her magical and scientific pursuits, generating one (or more) of these effects.

  • Rivers and lakes in a 3-mile radius above the mad scientist’s lairs are tinged with trace amounts of industrial runoff.
  • Inaequa devices activated within 2 miles of the mad scientist’s lairs have difficulty detecting alignment. Creatures take a -2 penalty on Sanctity checks to trick inaequa devices and gain a +2 bonus on Sin checks to pervert them.
  • Dimensional energies run amok outside of the mad scientist’s lairs and within 5 miles, causing creatures to make a DC 16 spellcasting ability check when casting a spell to travel to or from another plane. On a failed check, the creature arrives in a randomly determined plane.


Unholy green fires brim out of exhaust ports on this armored woman’s legs, chest, hands, and heels, casting a jade glow across spiked black pauldrons and a cathedral like crown festooned with ornate gray metal pipes at odds with the jet black metal encasing her body.

Section 15: Copyright Notice

Book of Exalted Darkness. © 2018 Mike Myler, published under license by Legendary Games.

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