Medium Undead, Lawful Evil
Armor Class 20 (natural armor)
Hit Points 340 (40d10 + 120)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
19 (+4)
INT
20 (+5)
WIS
17 (+3)
CHA
21 (+5)
Saving Throws STR +10, WIS +9, CHA +11
Skills Deception +11, Insight +9, Perception +9, Persuasion +11
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 19
Languages All Any six languages
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Aura of Destruction. The very ground beneath the Consol's feet must bow to his will or burn. Any creature that ends there turn within 15 feet of the Consol takes 10 (3d6) fire damage.

Turn Immunity. The Consol of the Legions is immune to effects that turn undead.

Legendary Resistance (5/Day). If the Consol of the Legions fails a saving throw, it can choose to succeed instead.

Spellcasting. The Consol of the Legions is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The Consol of the Legions can cast the following prepared spells:

Cantrips (at will): Fire Bolt, Frostbite, Prestidigitation, Sword Burst, 

1st level (4 slots): Absorbe Elements, Shield, Magic missile, Command

2nd level (3 slots): Suggestion, Scorching Ray, Dragons Breath

3rd level (3 slots): Fear, Tongues, Fire Ball

4th level (3 slots): Blight, Dimension Door

5th level (3 slots): Flame Strike, Negative Energy Flood

6th level (2 slots): Mass Suggestion, Circle of Death

7th level (2 slots): Power word Pain, Fire Storm

8th level (1 slot): Power word Stun, Abi-Dalzims Horrid Wilting 

9th level (1 slot): Power word Kill

Actions

Multiattack. The Consol of the Legions makes three attacks or attacks twice and casts one spell. 

Consol's Scepter. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (1d8 + 4) bludgeoning damage and (3d10) necrotic damage. 

Command the Legions (Recharge 5-6). The Consol of the Legions gives a command to all allied creatures with 30 feet. Allied creatures move up to there max movement speed without provoking opportunity attacks and make one attack against an enemy target within range. 

Reactions

Rebuke the Traitor. The Consol of the Legions rebukes the foolish creature that dared to attack him. If the Consol of the Legions is damaged by a melee attack he can inflict damage equal to the damage taken (necrotic or fire).

Legendary Actions

The Consol of the Legions 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 Consol of the Legions regains spent legendary actions at the start of its turn.

Move. The Consol of the Legions moves up to its speed without provoking opportunity attacks.

Attack. The Consol of the Legions makes one weapon attack. 

Cast a spell (Costs 2 Actions). The Consol of the Legions casts a spell.

Lair and Lair Actions

The Consol of the Legion’s Lair

The Consol of the Legions chooses a grand yet defensible location for its lairs, such as a castle, fortified manor, or walled abbey. It surrounds itself with the riches and spoils of past conquests and its legions are always ready for the next.

 

Regional Effects

The region surrounding the Consol of the Legions’ lair is warped by the creature’s unnatural presence, creating any of the following effects:

  • There’s a noticeable increase in the populations of organized undead in the region.
  • Plants within a mile of the lair wither and burns become twisted and thorny.
  • Shadows cast within a mile of the lair take the shape of battles, gladiators, and mages moving as though they were alive.

If the Consol of the Legions is destroyed, these effects end after 2d6 days.

Lair Actions

On initiative count 20 (losing initiative ties), the Consol of the Legions can take a lair action to cause one of the following magical effects; the Consol of the Legions can’t use the same effect two rounds in a row:

  • The Consol of the Legions rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • The Consol of the Legions targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the Consol of the Legions to the target. Whenever the Consol of the Legions takes damage, the target must make a DC 19 Constitution saving throw. On a failed save, the Consol of the Legions takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the Consol of the Legions or the target is no longer in the Consol of the Legion’s lair.
  • The Consol of the Legions calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the Consol of the Legions can see within 60 feet of it. The target must succeed on a DC 19 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.

Habitat: Urban

Damakos69

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