Large Construct, Lawful Evil
Armor Class 20 Plate +2
Hit Points 275 (15d20 + 126)
Speed 30 ft.
STR
26 (+8)
DEX
14 (+2)
CON
22 (+6)
INT
20 (+5)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws STR +15, CON +13, INT +12
Skills Acrobatics +16, Athletics +22, Intimidation +11, Nature +12, Perception +10
Damage Resistances Radiant
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned
Senses Blindsight 10ft, Darkvision 120ft, Passive Perception 20
Languages --
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Magical Enhanced Weapons. All the Fatebringer's attacks are considered magical for the purpose of overcoming resistances and immunities to non magical weapons.

Expertise. The Fatebringer Has expertise in Athletics and Acrobatics. 

Shape change and Banishment Immunity. Commander Fatebringer is immune to forced planer travel, teleportation or shape changing magic..

Splicer and Shredder Command. In the absence of Stalos, Commander Fatebringer has complete control over all Splicers and Shredders.  

Spellcasting. The [ Fatebringer] is a 9th-level spellcaster. Its spellcasting ability is [Intelligence] (spell save DC 20, +12 to hit with spell attacks). The [Fatebringer] has following [Wizard] spells prepared:
Cantrips (at will): [Booming Blade], [Green Flame Blade]
1st level (4 slots): [Shield], [Jump], [Absorb Elements], [Feather Fall]                                2nd level (2 slots): [Shadow Blade], [Mental Barrier]

Legendary Resistance (1/Day): If Commander Fatebringer fails a saving throw, it can choose to succeed instead.

Commander Passive Abilities 

Leader of the Charge

Commander Fatebringer can add his Charisma modifier to initiative.
In addition, he gains proficiency in Land Mounts.


Fear Our Might

Commander Fatebringer and his allies exude a terrifying presence on the battlefield. At the start of combat, every creature within 200 feet of him must succeed on a Wisdom Saving Throw (DC 8 + Proficiency + your Charisma Modifier) or be frightened until the end of their next turn.

Actions

Commander Actions. (Note you can only use 1 Free Action per Turn)

War Cry
Commander Fatebringer can inspire those around him. As a Free Action or Bonus Action, he can call out to all allied Shredders and Splicers within 120ft, making them gain a bonus to there attack rolls equal to his Charisma modifier(minimum of one) until the start of his next turn. 

You can use this feature a number of times equal to your Charisma Modifier resets per Long Rest

On Me!!!
Commander Fatebringer can carve open a path through the battlefield for your allies to use. As a Free Action or Bonus Action, he can call for his allies to join the battle. Until the start of his next turn, friendly creatures can use their reaction to move up to their movement speed towards him. 

You can use this feature a number of times equal to your Charisma Modifier and resets per Short/Long Rest

Coordinated Strike
Commander Fatebringer can command your army to strike at once with full force. As a Free Action or Action or after hitting a creature with a weapon attack, he marks a creature for your allies. Until the start of the target's next turn, all friendly creatures have a bonus to damage rolls against the same target equal to your Charisma modifier.

At the start of the target's next turn, they must succeed on a DC 10 Constitution Saving Throw. The DC increases by 1 for each friendly creature that hit the target while it was marked. If the target fails, they are stunned until the end of his next turn.

Draw Their Attention 

As a Free Action or Bonus Action, Choose a Shredder or Splicer within 120ft of you and roll 1d12. They can use their reaction to move up to their movement and reduce the passive Wisdom (Perception) and Initiative score of all creatures within 30 feet of them that can hear or see them by an amount equal to the result of your roll.

Hold the Line

As a Free Action or Bonus Action, Choose a group of 4 or less Shredders or Splicers within 120ft of you. Until the start of your next turn, the target can roll a d12 and subtract the result from any attack made by a creature within 5 feet of them against a creature besides the target.

Volley

As a Free Action or Bonus Action, Choose up to 10 Friendly Creatures within 20ft of you that are holding Splicer Arrows. You command them to let loose a volley to cause havoc on the battlefield. Targets caught in the volley must make a DC19 Dexterity Saving Throw or take full damage on a fail or half as much on a success.

Retreat 

Choose up to 3x your charisma modifier worth of Shredders or Splicers within 120ft of you and roll 1d12. As a reaction, the target/s can move up to their movement speed without provoking opportunity attacks. They also gain a bonus to their movement speed until the start of their next turn equal to 5x the result of your roll.

Other Attack Actions

Multiattack: Commander Fatebringer can make 3 Attacks with his Longsword or 1 Attack with his Longsword and 1 Attack with a Splicer Arrow.

Planeshear. Melee Longsword Attack: +18 to hit, reach 5 ft., 1 target. Hit:  (1d8/10 + 11) [Slashing] damage. 

Throw Splicer Arrow. (See Splicer Arrow Monster Stat Block)

Reactions

Be Better Next Time!!!
Whenever a Shredder or Splicer you can see within 90 feet of you misses a weapon attack, as a reaction he may call upon them, allowing them to immediately make another attack against the creature adding Commander Fatebringers Charisma modifier to the attack roll. You can use this feature equal to your Charisma Mod (Min. 1)

Legendary Actions

Commander Fatebringer 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. Commander Fatebringer regains spent legendary actions at the start of its turn.

Charge (Costs 1 Action): Commander Fatebringer commands 1 Splicer or Shredder to charge forward towards a target using its movement and immediately make 1 attack against them. They can only charge forward if there movement can reach a target.

Detect (Costs 1 Action): Commander Fatebringer makes a Wisdom (Perception) check.

Frightening Gaze (Costs 2 Actions). Commander Fatebringer fixes its gaze on one creature it can see within 30 feet of it. The target must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Commander Fatebringer gaze for the next 24 hours.

Description

Commander Fatebringer, The second in command of Stalos army, a trusted soul has been implanted into the mechanical mind of this Construct. The Soul or a recently defeated friend know as Alazok a Pit Fiend of the Realm of Hades. Alazok also has a faithful steed known as Ruin. 

Fatebringer stands above all other Splicer Creatures and Rules with absolute devotion to the army and to his Leader Stalos. He holds a very Special Longsword by his side and only uses it if he has no other choice. 

Habitat: Urban

Tathdrin

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