Medium Humanoid (Fire Genasi), Lawful Evil
Armor Class 20 Crimson Armor
Hit Points 300 (32d8 + 150)
Speed 30 ft., Fly 40 ft.
STR
18 (+4)
DEX
15 (+2)
CON
20 (+5)
INT
16 (+3)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws STR +11, CON +12, WIS +10, CHA +12
Skills Athletics +10, Deception +17, Intimidation +11, Perception +9, Persuasion +11
Damage Vulnerabilities Radiant
Damage Resistances Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Condition Immunities Charmed, Deafened, Frightened, Poisoned
Senses Blindsight 10ft range, only works in blinded or closes eyes, Darkvision Sees 30ft of Dim light as bright light, sees another 30ft as dark light , Passive Perception 19
Languages Common, Primordial, Infernal, Draconic, Abyssal, Celestial, and Undercommon
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Due to Agent of Chaos’s alignment with evil, he has been granted fiendish magical powers, weapons, and abilities. Has been granted special abilities to resurrect others 

War Caster Feat: 

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Legendary Resistance (3/Day). If the Agent of Chaos fails a saving throw, he can choose to succeed instead.

Spellcasting. Agent of Chaos is a 5th level- spellcaster. Its spellcasting ability is Charisma (spell save DC: 20) (spell attack bonus: +12) The Agent of Chaos has the  following spells prepared):
Cantrips (at will):  Booming Blade, Green Flame Blade, Mage Hand, Produce Flame, Prestidigitation
1st level (4 slots): Burning Hands,  Chromatic Orb, Hellish Rebuke *Reaction, Witch Bolt

2nd Level (3 slots): Hold Person, Imbue blade, Misty Step

3rd Level (3 slots): Animate Dead, Counterspell *Reaction, Fireball

4th Level (3 slots): Dimension Door, Fire Shield, Polymorph

5th Level (2 slots): Improved Shield Spell, Negative Energy Flood,

Actions

Multiattack: Agent of Chaos can either attack twice with his rune blade or can cast one leveled spell

Rune Blade: +11 to hit, reach of 5ft, on a hit does 1d8+4 slashing damage and 3d4 necrotic damage. Increase the damage die to 1d10 for the slashing damage if AOC wields the blade with two hands.

Bonus Actions

Agent of Chaos has 1 bonus action which he can use to do what other creatures can do. However, he can also unfurl his demonic wings and fly for 15 minutes before needing to take a 3-minute break before flying again

 

Reactions

Parry: AOC can parry a melee weapon attack to take 1d10-5 less damage

 

Legendary Actions

AOC has 3 Legendary Actions that he can only take at the end of another creature's turn. He can only take a Legendary Action at the end of another creature's turn and all spent Legendary Actions are regained at the end of his next turn.

Cast a Spell (Costs 1 Action) AOC casts a spell of 2nd Level or lower

Cast a Spell (Costs 3 Actions) AOC casts a spell of 3rd level or higher

Frightening Gaze (Costs 2 Actions). AOC fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to AOC's gaze for the next 24 hours.

Rune Blade Attack (Costs 1 Action): AOC makes a Rune Blade Attack

 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Searing Wound is a 5,10 fire genasi, who wears a crimson suit of heavy armor. He is quite arrogant, seeing most others as tools below him or weaklings. He serves the sealed away demon Asack with insane loyalty. At the start of the campaign, he is 25 although he claims he is 70.

Searing Wound was born to a human father and a woman fire genasi. They lived in the land of Halen as farmers. Until members of the cult of Asack attacked the farm looking for food-- he was four when this happened. The cult killed his parents and raised him to be the champion of the cult. Searing Wound would be trained how to use martial weapons, wear armor, and survive in the wild by the cult. By the age of 25, he began to talk to the sealed away demon. The demon, through a magical orb, made a deal with Searing Wound.

In exchange for giving him magical powers, Searing Wound would help bring Asack to the material plane and protect the orb with his life. If the crystal ball-sized orb were to be destroyed, Asack would never be able to return to the material plane, as he was banished by Sanjay IV with the help of his deity. Also, Searing Wound (who changed his name to Agent of Chaos) would lose his magical powers due to the lack of a warlock patron-- he basically is a warlock.

Soon enough, the Agent of Chaos would become proficient in his magical powers and has sought to find a way to complete his mission-- perhaps with a luck blade, a wish spell, or some other way.

His cult’s method include Kidnapping, Enslavement, Raising and Animating the Dead, Assassination of figures who oppose him,  Highway Robbery, and Invasion

The cult’s main dungeon is inside a composite volcano (has non-explosive and explosive eruptions). The dungeon was made 40 years before the campaign starts, and is the current home-base of the cult. The cult controls the dungeon although some parts do have monsters in them unrelated to the cult for odd, various reasons

He has a special magical ability to revive others to serve him he can use as an action 3 times a day.

Credit to whoever made the Pinterest image. His armor is made to accommodate wings

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

sanjayscurrycorner

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