Large Humanoid (Human), Neutral
Armor Class 18 (plate armor)
Hit Points 212 (16d10 + 112)
Speed 30 ft.
STR
29 (+9)
DEX
12 (+1)
CON
20 (+5)
INT
13 (+1)
WIS
12 (+1)
CHA
8 (-1)
Skills Athletics +14, History +6, Perception +6, Persuasion +4
Damage Resistances Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 16
Languages Celestial, Common, Draconic, Giant
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Special Equipment. The Amethyst General wields a Hammer of Thunderbolts, which comes in the form of a massive tetsubo made out of adamantine and ironwood. He wears a belt of fire giant strength and gauntlets of ogre power.

Action Surge (1/short rest). The Amethyst General can take one additional action on his turn.

Feedback Aura. Once per round, when the Amethyst General takes damage, all creatures within 30 feet must succeed on a DC 14 Intelligence saving throw or else take 7 (2d6) psychic damage.

Indomitable (2/Day). The Amethyst General can reroll a saving throw he fails. He must use the new roll.

Actions

Multiattack. The Amethyst General makes three melee attacks.

Hammer of Thunderbolts. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 34 (3d8 + 20) bludgeoning damage.

Bonus Actions

Second Wind (1/short rest). The Amethyst General can use a bonus action to regain 22 (1d10 + 16) HP.

Reactions

Storm Rune (2/short rest). When the Amethyst General or another creature he can see within 60 ft. of him makes an attack roll, a saving throw, or an ability check, he can use his reaction to cause the roll to have advantage or disadvantage. 

Cloud Rune (2/short rest). When the Amethyst General or a creature he can see within 30 ft. of him is hit by an attack roll, he can use his reaction to choose a different creature, other than the attacker, within 30 ft of him to become the target of the attack instead, using the same roll.

Runic Shield (5/long rest). When another creature the Amethyst General can see within 60 ft. of him is hit by an attack roll, he can use his reaction to force the attacker to reroll the d20 and use the new roll.

Stone Rune (2/short rest). When a creature the Amethyst General can see ends its turn within 30 ft. of him, he can use his reaction to force the creature to make a WIS saving throw (DC:18). Unless the save succeeds, the creature is charmed by the General for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. 

Monster Tags: Human

Gruntjoe

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