Medium Humanoid (Yuan-Ti), Lawful Evil
Armor Class 20 (studded leather)
Hit Points 170 (20d10 + 60)
Speed 50 ft.
STR
16 (+3)
DEX
20 (+5)
CON
17 (+3)
INT
20 (+5)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws STR +9, DEX +11, CON +9
Skills Acrobatics +11, Deception +10, Intimidation +10, Persuasion +10
Damage Immunities Poison
Condition Immunities Poisoned
Senses Passive Perception 13
Languages Abyssal, Common, Draconic
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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

Surgical Precision. Aster has advantage on attack rolls any creature that has not moved on their turn.

Kenaz, Author of the Wind and Rain. Attacks made with Kenaz deal an additional die of damage, the holder's speed increases by 20 feet and their AC while wearing light or no armor increases by 2. Additionally, the one who has bonded with Kenaz can cast the spell warding wind as a bonus action without expending a spell slot once per day.

Storm of Blows. When Aster successfully hits a target with Kenaz, he may move them 5 feet in any horizontal direction.

Spellcasting. Aster is a 7th level spellcaster, using intelligence for his saving throw and attack rolls (DC 19 and +11 to hit) he has the following wizard spells prepared:

Cantrips: Booming Blade, Gust, Friends

1st level (4 slots): Absorb Elements, Charm Person, Disguise Self, Distort Value, Unseen Servant

2nd level (3 slots): Arcane Lock, Detect Thoughts, Hold Person

3rd level (3 slots): lighting bolt, thunder step

4th level (2 slots): dimension door, sickening radiance

Actions

Multiattack. Aster makes three attacks.

Kenaz (Scimitar). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Windslash. Ranged Weapon Attack: +13 to hit, range 80/240 ft., one creature. Hit: 10 (1d10 + 7) slashing damage.

Pressure Crash (recharge 5-6). Holding Kenaz aloft, the air pressure in a 30 foot radius centered on Aster violently drops. Each creature in that radius must make a DC 17 Constitution saving throw, taking 8d6 bludgeoning damage and becoming stunned until the end of Aster's next turn, taking half as much damage on a success and not being stunned. Additionally, on a failed save, the target is deafened permanently until targeted by a heal spell, regenerate spell, or similar magic.

Reactions

Parry. Aster adds 6 to its AC against one melee attack that would hit it. To do so, the Aster must see the attacker and be wielding a melee weapon.

Legendary Actions

Aster has 3 legendary actions that reset at the end of his turn. He may use a legendary action at the end of an enemy creature's turn.

Cantrip (costs 2 legendary actions). Aster casts a cantrip.

Like a Snake (costs 1 legendary action). Aster moves up to half his movement without provoking opportunity attacks.

Lord Pinehurst (costs 2 legendary actions). Aster makes a single attack against all creatures within melee range. He gains 1d8 temporary hit points per attack made.

Description

The tall, powerful, dark-skinned heir to the illustrious Pinehurst Shipping co. corrupt and dangerous, Aster Pinehurst is cutthroat and dead-set on whatever it takes to secure his business whenever Lilith Pinehurst finally kicks the bucket.

Lair and Lair Actions

Lord Aster Pinehurst presides over his manor in Vinfall, the private manor is considered his lair. While within the mansion, Aster has control over the weather in a short range around the house. And additionally, can magically lock or unlock any number of doors in the home. While within his lair, Aster has the following actions taken on initiative count 20 (losing initiative ties) two of the same lair action cannot be taken on subsequent turns:

Whirling Dervish. A point on the ground that Aster can see whips up in a violent whirlwind. Each creature within 10 feet of the chosen point must make a DC 15 Strength save or be thrown 20 feet away from the center of the dervish.

 All Turned Around. Aster targets one creature he can see within the lair, he and the target swap locations.

Whip Up. Wind within the lair whips into a violent cacophony, speech can only be heard by creatures if they are within 5 feet of each other (10 feet for keen hearing).

Previous Versions

Name Date Modified Views Adds Version Actions
10/7/2020 3:16:38 PM
4
1
5
Coming Soon
10/29/2020 2:38:17 PM
4
1
5
Coming Soon

Monster Tags: NPC

Habitat: Urban

KallmeKilo

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