Angelic Weapons. The Colonel's weapon attacks are Blessed with the holy Herbs N Spices, making them magical. When the Colonel hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
Finger Lick'n Good. When in the Colonels presence, his Greasy aura overwhelms everyone with the unbelievable flavor, making them unable to restrain themselves. Nothing is able to lie in the presence of Harland
Innate Spellcasting. The Colonel's spellcasting ability is Charisma (spell save DC 25). He can innately cast the following spells, requiring no material components:
At will: Create Food And Water, Grease, Healing word, resurrection
Magic Resistance. The Colonel has advantage on saving throws against spells and other magical effects.
Multiattack. The Colonel makes two Cane attacks attacks.
Colonels Cane. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Grease Jet. The Colonel is able to fire a concentrated stream of flaming hot grease from his Cane. anyone in a 15 foot cone has to make a DC 22 Dex save or take 4d10 fire damage. Any terrain targeted by this attack permanently becomes difficult terrain
Floating Cane. The Colonel releases its Cane to hover magically in an unoccupied space within 5 feet of it. If the Colonel can see the Cane, the Colonel can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the Colonel's hands. If the Floating Cane is targeted by any effect, the Colonel is considered to be holding it. The Floating Cane falls if the Colonel dies.
Healing Touch (4/Day). The Colonel blesses another creature with the 11 Holy Herbs And Spices. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
The Colonel 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 Colonel regains spent legendary actions at the start of its turn.
Teleport. The Colonel magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Searing Burst (Costs 2 Actions). The solar emits magical, divine Fryer Oil. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions). The Colonel targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
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Posted Jun 2, 2021Best re-skin ever.