Medium Humanoid (Human), Neutral Evil
Armor Class 17 (worn plate)
Hit Points 90 (12d8 + 36)
Speed 30 ft.
STR
19 (+4)
DEX
11 (+0)
CON
16 (+3)
INT
18 (+4)
WIS
12 (+1)
CHA
13 (+1)
Saving Throws CON +6, WIS +4, CHA +4
Damage Resistances Necrotic, Poison
Condition Immunities Charmed, Exhaustion
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Draconic, Dwarvish, Elvish
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Undying Loyalty. Whenever a humanoid ally of Altomere dies within 120 feet of him while he is not incapacitated, it rises again as a zombie in its place at the start of its next turn.

Unbreaking Resolve. At the start of his turn, Altomere gains 5 temporary hit points.

Dark Power. Attacks Altomere makes against any target in dim light or darkness critically hit on a roll of 18-20.

Actions

Multiattack. Altomere makes two attacks with Sunder.

Sunder (+1 longsword). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) if used with two hands, plus 7 (2d6) necrotic damage. When Sunder critically strikes a creature, that creature becomes cursed and takes 4 (1d8) necrotic damage at the end of each turn and must succeed a DC 15 Constitution saving throw or have its maximum health reduced by half the amount of damage dealt. This effect lasts until the target receives magical healing or is the target of a remove curse spell. The creature that removes this effect from another creature must succeed a DC 15 Constitution saving throw or become affected by it, the saving throw is made with disadvantage if it is ended using magical healing.

Bonus Actions

Repel Life. Melee Spell Attack: +7 to hit, reach 15 ft., one creature that is neither undead nor construct. Hit: 9 (2d8) necrotic damage and the target must succeed a DC 15 Constitution saving throw or it is pushed 15 feet away, and knocked prone. If it fails this saving throw by 5 or more it also gains a level of exhaustion.

Chilling Grasp. Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 9 (2d8) necrotic damage, the target cannot regain hit points until the start of Altomere’s next turn, and it is pulled 10 feet towards him.

Reactions

Unnatural Power. When one of Altomere's allies within 120 feet hits a target with a melee attack, he can force the target of the attack to make a DC 15 Strength saving throw, taking 9 (2d8) force damage and being pushed 25 feet away from the ally on a failure. On a success, the target takes half as much damage and is not pushed.

Counter Attack. When Altomere's temporary hit points are reduced to 0 by a target within 5 feet, he can make an attack with Sunder against the target. If this attack hits, the target is knocked prone.

Legendary Actions

VILLAIN ACTIONS: 

1. Harbinger of Retribution. Altomere makes one attack with advantage. If it hits, the target takes double damage from Altomere's undead allies until he loses concentration (as if concentrating on a spell).

2. Redeploy. Altomere summons 3 (1d4 + 1) specters plus one for each humanoid ally that has died since initiative was rolled. Specters appear in spaces within 30 feet of him.

3. Damnation. All creatures of Altomere’s choice within 10 feet of him or one of his allies must make a DC 15 Constitution saving throw, taking 18 (4d8) necrotic damage and gaining a level of exhaustion on a failure. A creature that succeeds this save takes half as much damage and no exhaustion. Altomere can choose one creature that failed the saving throw to repeat it at the start of its next turn, suffering the same effects again.

Description

A tall, middle-aged, human man with battle-worn armor and a host of scars physical, arcane, and mental.

Altomere was sent into a war long past to battle a great darkness, and left to die with his whole battalion by the flag he once flew with pride. Altomere now wields the darkness he was sent to destroy, his legion cursed, they will all grind themselves to dust against any wall the Commander of the Damned considers deserving of their wrath. Altomere does not understand the power he wields, but regardless, he wields it with unwavering conviction.

 

Sunder. Weapon, Very rare (requires attunement, longsword)

This longsword is a magic weapon with +1 to attack and damage rolls. An attack from this weapon is considered a critical hit on a roll of 19 or 20 against a target in dim light or darkness. 

Curse. While the user is attuned to this weapon, all undead appear living to it. The longer the user is attuned, the less it will be able to tell difference, this can lead to madness.

Created by EID0LON a.k.a. atomictrailmix

EID0LON

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