Large Construct, Lawful Evil
Armor Class 16 Chess Flesh
Hit Points 235 (20d10 + 125)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
20 (+5)
INT
20 (+5)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws DEX +9, WIS +9, CHA +8
Skills Arcana +15, Insight +9, Perception +9
Damage Resistances Force, Psychic
Damage Immunities Lightning, Poison
Senses Truesight 90 ft., Passive Perception 19
Languages Common
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Follow The Rules. The Chess King Rule Book has an Aura of faint Purple energy that automatically absorbs any Cantrip or level 1 Spells cast within 30 feet of it.

Spellcasting. The Chess King is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The Chess King has the following spells prepared:
Cantrips (at will): Booming Blade, Eldritch Blast (3 rays), Shocking Grasp 
1st level (4 slots): Absorb Elements, Chromatic Orb, Grease, Magic Missile, Magnify Gravity

2nd Level (3 slots): Crown of Madness, Hold Person, Misty Step

3rd Level (3 slots): Counterspell, Lightning Bolt, Tidal Wave

4th Level (3 slots): Evards Black Tentacles, Greater Invisibility, Polymorph

5th Level (2 slots): Cone of Cold, Temporal Shunt

6th Level (1 slot): Wall of Ice

7th Level (1 slot): Whirlwind

Actions

Multi-Attack. The Chess King makes two Melee Dagger attacks.

Dagger +2. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (3d4 + 6) Slashing damage.

Rule Book (Once A Day). The Rule Book grows in size to a Large Object that floats and shimmers Purple to an unoccupied space within 60 feet. The Rule Book is an object that has an AC 20 and 135 hit points. It has a Strength of 26 (+8) and a Dexterity of 10 (+0), it is Immune to any Spells or Effects that target Con, Int, Wis, or Cha ability scores, as a Bonus Action the Chess King can move the Rule Book up to 60 feet and use one of its abilities.

Book Spine: The Rule Book slams into one creature within 5 feet of it or two adjacent creatures. Make a Melee Spell Attack, +10 to hit, Hit: 18 (4d8) Force Damage.

Fanning Pages:  The Rule Book's pages create a Strong Wind that pushes one creature within 5 feet of it or two adjacent creatures up to 30 feet in any direction away from the Rule Book, a DC 18 Athletics or Acrobatics check will half the forced movement.

Shutting Book: The Rule Book attempts to snap shut on one creature within 5 feet of it or two adjacent creatures,  Melee Spell Attack, +10 to hit, Hit: 12 (2d + 5) Bludgeoning damage and hit targets are Grappled. As a bonus action on subsequent turns Grappled targets take 12 (2d6 + 5) Bludgeoning damage. If one target escapes the Grapple the others escape as well.

Last Chapter: As a Reaction to being reduced to 0 hit points, Purple energy bursts forth from the Rule Book creating a 30 foot diameter dome of Anti-Magic that lasts until the Chess King is defeated or the Chess King spends a bonus action to dismiss it, then the Rule Book shrinks and returns to the Chess King.  The Follow The Rules ability now protects the Chess King and can absorb up to Level 2 Spells.

Bending The Rules. As an action the Chess King can remove the remaining hit points of the Rule Book and heal any other Chess Piece within 30 feet of it for that amount which also triggers Last Chapter.

 

Reactions

Force Of Mind. As a Reaction to taking Force or Psychic damage the Chess King AC goes up +5 Until the end of its next turn and a solid looking shield of wavering force surrounds it.

Dutchilles

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