Medium Humanoid (Warforged), Any Good Alignment
Armor Class 24 Natural Armor
Hit Points 430 (25d10 + 100)
Speed 30 ft., Fly 60 ft.
STR
26 (+8)
DEX
18 (+4)
CON
22 (+6)
INT
25 (+7)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws STR +15, CON +13, INT +14, WIS +12
Skills Arcana +15, Athletics +15, History +15, Insight +12, Investigation +15, Perception +12
Damage Immunities Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Blindsight 1 mile, Truesight 60ft, Passive Perception 21
Languages All Cannot speak unless he is unmasked
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Electric Field. A creature that hits The Hunter of the Magocracy with a melee attack with a metal weapon or grapples or is grappled The Hunter of the Magocracy takes 10 (2d8) lighting damage. A creature takes 10 (2d8) lighting damage if it starts its turn grappling or being grappled by The Hunter of the Magocracy.

Legendary Resistances (3/day): If The Hunter of the Magocracy fails a saving throw, it can choose to succeed instead.

Lightning Absorption: Whenever The Hunter of the Magocracy is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Immutable Form: The Hunter of the Magocracy is immune to any spell or effect that would alter its form.

Magic Resistance: The Hunter of the Magocracy has advantage on saving throws against spells and other magical effect.

Magic Weapons: The Hunter of the Magocracy weapon attacks are magical.

Warforged Resilience: The Hunter of The Magocracy is immune to disease and magic can't put him to sleep.

Activation: After a certain code word (Activate) is said glowing runes cover The Hunter of the Magocracy's body giving him a massive boost in power. He gains 100 temporary hit points and has access to mythic actions.

Spellcasting. The Hunter of the Magocrcacy is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, + 14 to hit with spell attacks). He has following artificer spells prepared:
Cantrips (at will): message, shocking grasp, mending, dancing lights
1st level (4 slots): magic missile, thunderwave, detect magic

2nd level (3 slots): heat metal, lesser restoration, see invisibility, cure wounds

3rd level (3 slots): dispel magic, fly, haste, glyph of warding

4th level (3 slots): Summon construct, Otiluke's resilient sphere, leomunds secret chest

5th level (2 slots): animate objects, greater restoration, Wall of Force

Actions

Multiattack. The Hunter of the Magocracy makes three attacks: two with his adamantine longswords and one with his bladed wings.

Adamantine Longsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 20 (2d10 + 8) slashing damage plus 12 (2d10) force damage.

Lightning Wings. Melee or Ranged Spell Attack: +15 to hit, range 20/60 ft., one target/six targets if ranged. Hit: 16 (4d6) lightning damage.

Eldritch Turret. Ranged Spell Attack: +14 to hit, range 120ft., four beams. Hit: 6 (1d10)  force damage.

 

Legendary Actions

The Hunter of the Magocracy 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 Hunter of the Magocracy regains spent legendary actions at the start of his turn.

Attack. The Hunter of the Magocracy makes one weapon attack.

Blast. The Hunter of the Magocracy makes one Eldritch Turret attack (see actions).

Cast a Spell (Costs 2 Actions). The Hunter of the Magocracy casts a spell of 2nd level or lower from his spell list that takes 1 action to cast.

Dash. The Hunter of the Magocracy moves his movement while moving in this way he does not take opportunity attacks.

 

Mythic Actions

If The Hunter of the Magocracy's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Activation (see special traits).

Eldritch Cannon. The Hunter of the Magocracy makes one Eldritch Turret attack that has been fully charged it now deals 28 (4d12) points of Force damage and if it is targeting a creature, the creature is knocked prone.

Lightning Field (Costs 2 Actions). All creatures within 10ft of The Hunter of the Magocracy makes a Constitution DC 22 saving throw, take 20 (10d6) lightning damage and is paralyzed until their next turn, or half as much damage on a successful one. After this the Electric Field is extended to 10ft for 1 minute. He cannot use Lightning Field again until 1 minute has passed 

Eldritch Barrage (Costs 3 Actions) The Hunter of the Magocracy makes two Eldritch Cannon attacks on each creature he can see.

 

Habitat: Urban

Cooldnd

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