Spellcasting. Bastion is a 20th level spellcaster. his spellcasting ability is intelligence (Spell save DC 24, + 16 to hit with spell attacks). he regains all spell slots when he finishes a short or long rest. he has the following wizard spells prepared
Cantrip (At will): Sapping sting, Spare the dying, chill touch, [spell[Dancing lights[/spell], Mage hand
1st level (4 slots): Burning hands, [spell[Command[/spell], Find familiar (Summons an Imp), Shield
2nd level (3 slots): Flaming Sphere, Hold Person, Ray of Enfeeblement
3rd level (3 slots): Bestow Curse, Counterspell, Lightning bolt
4th level (3 slots): Find Greater steed (Summons a nightmare), Wall of fire, death ward
5th level (3 slots): Banishing Smite, Dream, Steel wind strike
6th level (2 slots): Soul cage, Harm
7th level (2 slots): Forcecage, Teleport
8th level (1 slot): Demiplane
9th level (1 slot): True Polymorph
Innate Spellcasting. Bastion's innate spellcasting ability is Intelligence (Spell save DC 24, +16 to hit with spell attacks). he can innately cast the following spells, requiring only verbal components.
5/day each: Animate dead (At 9th level), create undead (at 9th level), Magic circle (At 9th level), planar binding (Effect lasts until dispelled)
3/day each: Summon lesser demons (at 6th level), summon greater demon (at 6th level), infernal calling (at 6th level), summon fiend, summon undead
1/day each: Finger of death, Bigby's hand
Accursed weapons. Bastion's weapon attacks are magical and deal an extra 38 (8d8) necrotic damage on a hit (Included in his attack)
Infernal Aura. Bastion emits an aura within 60 feet of him. Friendly creatures within that aura treat weapon attacks as magical and weapon attacks deal an extra 10 (2d8) fire damage
War Magic. When Bastion uses his action to [Tooltip Not Found] he can make one weapon attack as a bonus action
Commander of Undeath. Whenever a Humanoid dies within 30 feet of Bastion. That creature immediately rises as an undead creature under Bastion's control. If the creature had 1-2 hit dice before it died it becomes a zombie. If It had 2-5 hit dice it becomes a ghoul. Otherwise it becomes a wight. undead created in this way share bastion's initiative count but take their turns after his
Legendary Resistance (3/day). If Bastion fails a saving throw he can choose to succeed instead
Magic Resistance. Bastion has advantage on saving throws against spells and magical effects
Multiattack. Bastion can make three attacks with his chain blade and use command and conquest
Chain Blade. Melee weapon attack: +12 to hit, reach 5 ft., one target. Hit: 24 (4d8+6) slashing damage plus 38 (8d8) necrotic damage
Command and Conquest. Bastion Targets three allied creatures that he can see within 60 feet of him. if the targets can see and/or hear bastion they can make one weapon attack as a reaction
Soul Cannon (Recharge 5-6). Bastion Exhales a soul stealing force in a 90 foot cone. each creature in that area must make a DC 21 dexterity saving throw or take 89 (20d8) Necrotic damage on a failed save or half as much on a successful one. humanoids reduced to 0 hit points by this damaged are killed and transform into ghosts under bastion's control. these ghosts share Bastion's initiative count but take their turns right after his. a creature killed this way can only be restored to life if the ghost is killed and resurrection magic is used on the body or by means of the wish spell
Bastion 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. Bastion regains spent legendary actions at the start of its turn.
Attack. Bastion makes one attack with his chain blade
Rise Again (Costs 2 Actions). Bastion casts his innate Animate Dead spell
Infernal Strike. (Costs 3 Actions). Bastion chooses a point he can see within 120 feet of him. A devilish explosion erupts from the point. creatures within 30 feet of the point must make a DC 22 dexterity saving throw or take 54 (12d8) fire damage on a failed save or half as much on a success
Description
Originally Created as a weapon for avernus to use. Bastion became an archdevil no one was able to shield against. Bastion was originally created by Bel. as a new attempt of creating weapons for the souls to use. however this somewhat backfired when this gave Bastion free will. he saw how torn the hierarchy of hell truly was and didn't see a point in it. he does what he was originally built to do even now. conquer, command and control.
A Touch of undeath. due to the many souls that make their way. Bastion uses a mixture of demonic, devilish and undead magic. bending very souls to his will and bidding. allowing death to become a constant chance of rebirth
An Engine of Pain. Bastion wields a potent chain blade. a sword that comes with spiked chains around it. causing it to easily slice into flesh and bone. he stole this weapon from Bel before betraying them and portraying if the infernal laws wont bind them then he will
Third Warlord in War. With Bastion now rising an amass of demons, devils and many undead. he became more of an extra contender in the blood war. his very siege weapons and magic strike the ground with deadly aim. locking eyes with Zarial as he takes to battle as she does
Roleplaying Bastion
Bastion Has sworn to take the hells and reconstruct its order from the ground up. his focus is always on the upcoming battle and he doesn't see a reason for peace in a place of war. despite his military attitude he does know that lives are valuable. even in the hells
Traits
Ideal: "Chaos has a solution. as do all problems"
Bond: "My soldiers are the best I know, I don't talk about her
Flaw: "What's the Point of life if its going to happen again either way?"
Lair and Lair Actions
Bastion rests and commands within Auroyo. also known as the fortress of flesh and bone. the fortress is on the edges of avernus. laying siege to demons and devils alike. its siege weapons constantly being loaded and fired. new troops being summoned and created over time. the fortress itself being fortified with several layers of bone and adamantine plate. twisting into a lair that's although well known for the troops. it can be a maze for would be adventurers
Lair Actions
On initiative count 20 (losing initiative ties), Bastion takes a lair action to cause one of the following effects; Bastion can’t use the same effect two rounds in a row:
- Bastion Chooses four points within his lair. large blazing orbs rain down to strike at those points. each creature within a 40 foot radius sphere of each point must make a DC 18 dexterity saving throw or take 69 (20d6) fire damage
- a demonic influx spreads across the lair. each creature that isn't a fiend or undead in the lair must make a DC 18 constitution saving throw or be poisoned until initiative count 20 next round
- a sudden surge of strength empowers troops within the lair. all creatures allied to bastion deal an extra 10 (2d8) necrotic damage with weapon attacks until initiative count 20 next round
Regional Effects
The region containing Bastion's lair is covered in war, bloodshed and plenty of fireballs, which creates one or more of the following effects:
- Large orbs of hellfire rain from the air. striking at seeming random (but closer inspection reveals they are coordinated) zones. damaging and destroying buildings and leaving large creators in the ground
- Humanoid Corpses. if left within 26 miles of the lair, will rise as zombies,ghouls and wights along with other undead within 1 hour after being left
If Bastion dies, these effects fade over the course of 2d10 days.
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