Survival of the fittest. Allow Astrea The Warmonger to not be starved or require thirst, and doesn't age above 20.
Summoning of Loyal Vanguard. This allows Astrea The Warmonger to store his loyal vanguard inside of her body part, and freely summon serval vanguard she wishes from a 20ft radius from her, as long as she has Astrea Vanguard left at her disposal.
Knight Fortitude. If damage reduces Astrea The Warmonger to 0 hit points, she must make a Constitution saving throw with over 5 and the damage taken against her. On a successful roll, Astrea The Warmonger drops to 1 hit point instead.
Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d20 + 5) slashing damage.
Quick Slash: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d20 + 4) slashing damage.
Intimidating Presence. One target creature that can see or hear Astrea The Warmonger must succeed on a DC 14 Wisdom saving throw or be frightened until it's next turn.
True Strike. (Recharge 5-6) Astrea The Warmonger focuses her will toward the sword causing immense power toward her greatesword, this causes her to skip her turn, but during her next turn, this allows her to deal (2d20)+5 damage to her next attack.
Parry. Astrea The Warmonger adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Deflect Missile. As a reaction, Astrea The Warmonger may use her reaction to catch any missile from a ranged weapon attack. She may reduce the damage by 1d10+5
Astrea The Warmonger can take 4 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. Astrea The Warmonger regains spent legendary actions at the start of its turn.
Vanguard Command. (Cost 1 action) For 1 minute, the knight can utter a special command to Astrea vanguard within 100 feet of Astrea The Warmonger radius, this cause an attack roll or a saving throw. The creature can add a 2d4 attack roll damage, or 1d4 saving throw to its roll. A creature can benefit from only one Leadership command at a time and turn. This effect ends if the knight is incapacitated.
Black flame orb. (Cost 2 action) An infernal darkness manifest from Astrea The Warmonger that can target 3 creatures within sight, in range. Ranged Spell Attack: +10 to hit, 60/240., Hit: 13 (5d10) Fire damage.
The Last stand. (Cost 3 action) Astrea The Warmonger stand and placed her sword into the ground, causing her armour to emit a dark aura. This cause all magical attack, blundgeoning attack, and anything that effecting or damaging her, shall be immume to her or is removed from her taking any damage. (As a result this cause Astrea The Warmonger to be incapacitated for 3 turns, and is unable to gain legendary action till this effect is finished.)
Servant Of The Loyal Vanguard. (cost 2 action) Astrea The Warmonger can target another dead body within a 50ft radius, within her sight. This causes the body to transform into a loyal servant called Astrea Vanguard to fight for her till death. Additionally, if Astrea Vanguard is killed or away by 300ft from Astrea The Warmonger radius, then they shall be put in slumber never to be called again.
Description
Astrea The Warmonger was once a feared and respected leader, known for her merciless tactics and unparalleled military might. She conquered entire continents and kingdoms in her name, leaving a trail of destruction and devastation in her wake. However, her relentless pursuit of power and domination soon caught up with her.
The remaining kingdoms banded together to put an end to her reign, launching a massive attack against her forces. Despite her best efforts, many of her Astrea Vanguard and loyal soldiers were vanquished, and Astrea The Warmonger herself was left on the brink of defeat.
In a last-ditch effort to save herself, Astrea retreated to her stronghold, hoping to regroup and come back stronger. But her enemies were relentless, and they eventually managed to breach her defenses, overpowering her and her remaining troops.
Astrea The Warmonger was then banished to a prison that was specifically designed to hold her. She was confined to a small cell where she never aged, ate, or drank. She withered away in her prison, stuck and awaiting revenge, hoping to escape and reclaim her former glory. However, her imprisonment proved to be a fate worse than death, as she was forced to reflect on her past deeds and the cost of her insatiable thirst for power.
Astrea The Warmonger was not only a formidable leader, but also a strikingly beautiful woman, with striking white silver hair, a slim body, and piercing crimson eyes that seemed to glow with an otherworldly intensity. However, Astrea believed that her beauty was a hindrance in the name of conquering, and so she chose to hide it behind a veil of heavy, thick obsidian armor.
The armor not only protected her from harm but also gave her a sense of power and invincibility. It obscured her face from anyone looking at her true face so that no one could look down at her or see her as weak. With her armor on, she felt like an unstoppable force of nature, capable of conquering any obstacle that stood in her way.
Despite her fearsome appearance, however, Astrea was not heartless. She had a soft spot for her Astrea Vanguard and loyal soldiers, often going out of her way to protect them and ensure their well-being. But in the heat of battle, she was a force to be reckoned with, striking fear into the hearts of her enemies with her ferocious fighting style and unwavering determination.
Now, trapped in her prison, Astrea longed to be free once again, to don her armor and lead her troops into battle once more. But time had taken its toll on her, and she knew that she would never be able to reclaim her former glory. Still, she held onto the hope that one day she would be able to escape and prove herself once again, to show the world that Astrea The Warmonger was not a woman to be trifled with.
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