Medium Humanoid (Human), Lawful Evil
Armor Class 21 (plate)
Hit Points 463 (45d8 + 216)
Speed 40 ft.
STR
26 (+8)
DEX
11 (+0)
CON
25 (+7)
INT
12 (+1)
WIS
16 (+3)
CHA
24 (+7)
Saving Throws DEX +8, INT +9, WIS +11
Skills Athletics +14, Deception +12, Insight +9, Intimidation +14, Perception +10, Religion +8
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 60 ft., Passive Perception 20
Languages Abyssal, Common, Draconic, Infernal, Undercommon
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Aura of Gloom. Any creature that starts its turn within 30 feet of Cassius must succeed on a DC 23 Wisdom saving throw or take 14 (4d6) necrotic damage and it becomes frightened of him for the next minute. A creature can repeat this saving throw at the end of each of its turns. If a creature saves against this effect it is immune to it for the next 24 hours.

Dark Impreceptor's Might (Mythic Trait; Recharges after a Short or Long Rest). If Cassius is reduced to 0 hit points, he doesn’t die or fall unconscious. Instead he regains 300 hit points. Additionally, two black gauntlets hover around Cassius that deal 11 (2d10) bludgeoning damage to any creature that hits Cassius with an attack within 10 feet of him. A creature must then make a DC 23 Strength saving throw or be pushed 10 feet back and knocked prone.

Legendary Resistance (4/Day). If Cassius fails a saving throw, he can choose to succeed instead.

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

Spellcasting. Cassius is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks).Cassius has following Oathbreaker spells prepared:

1st level (4 slots): Arms of Hadar, Command, Hellish Rebuke, Hex, Shield of Faith, Wrathful Smite

2nd level (3 slots): Crown of Madness, Darkness, Hold Person

3rd level (3 slots): Animate dead, Bestow curse, Dispel Magic

4th level (3 slots): Banishment, Blight, Confusion, Locate Creature

5th level (2 slots): Destructive Wave, Dominate Person, Geas

Actions

Multiattack. Cassius Attacks three times with his Scimitar of Souls.

Control Undead. Cassius targets one undead creature he can see within 30 feet of him. The target must make a DC 23 Wisdom saving throw. On a failed save, the target must obey Cassius's commands for the next 24 hours, or until Cassius uses this ability again. An undead whose challenge rating is equal to or greater than Cassius’s challenge rating is immune to this effect.

Dread Lord (1/Day). Cassius can surround himself with an aura of dread that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around Cassius to dim light. Whenever an enemy that is frightened by Cassius starts its turn in the aura, it takes 20 (4d10) psychic damage. Additionally, Cassius and creatures he chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow. While the aura lasts, Cassius can use a bonus action to cause the shadows in the aura to attack one creature. Cassius makes a melee spell attack against the target. If the attack hits, the target takes 20 (4d10) necrotic damage.

Hellfire Orb (Recharge 5-6). Cassius hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 23 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

Scimitar of Souls. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 8) slashing damage plus 11 (2d10) necrotic damage. A creature hit by this sword must succeed on a DC 18 Constitution saving throw or its hit point maximum decreases by the amount of the necrotic damage taken and Cassius regains that amount of hit points. This sword can also cut through any magical barriers such as those created by Wall of Force or Prismatic Wall.

Bonus Actions

Shadow Stride. While in dim light, as a bonus action, Cassius can step into a shadow within 5 feet of him and magically appear in an unoccupied space up to 60 feet away within dim light.

Legendary Actions

Cassius 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. Cassius regains spent legendary actions at the start of his turn.

Scimitar of Souls. Cassius makes one attack with Scimitar of Souls.

Menacing Gaze. Cassisus chooses one creature the can see him and that creature must make a DC 23 Wisdom saving throw or be frightened until the end of its next turn.

Rupture (Costs 2 Actions). Cassius strikes the earth causing the ground around him in a 20 foot radius to crack and shake. Each creature in the area must make a DC 23 Strength saving throw or be knocked prone.

Grasp of the Black Hand (Costs 2 Actions). Cassius chooses one creature he can see within 60 ft. and causes skeletal hands to grab at the target. The creature must make a DC 23 Strength saving throw or be restrained until the end of its next turn.

Abyssal Blades (Costs 3 Actions). Cassius causes spectral black blades to erupt from the ground in a 30 foot radius around himself. Each creature in the area must make a DC 23 Dexterity saving throw or take 9 (2d8) slashing damage plus 9 (2d8) necrotic damage. On a successful save the creature takes half as much damage. 

Mythic Actions

If Cassius’s mythic trait is active, he can use the options below as legendary actions for 1 hour after using Bane’s Chosen.

Dark Lord's Fury. Cassius makes two attacks with his Scimitar of Souls.

Dark Lord’s Army (Costs 3 Actions). Cassius summons  2d4 sword wraith warriors, 1d4 bodak, or one boneclaw with no chance of failure.

Dark Lord’s Prison (Costs 4 Actions). Cassius targets one creature he can see that must make a DC 23 Charisma saving throw or be banished to a demiplane until the end of its next turn. This demiplane is filled with horrific imagery of Bane's vile atrocities which causes the creature to take 35 (10d6) psychic damage. 

Thorros_Drokan

Comments

Posts Quoted:
Reply
Clear All Quotes