Medium Humanoid, Neutral Evil
Armor Class 20 (plate + 1, defense style)
Hit Points 244 (20d10 + 124)
Speed 30 ft., swim 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
18 (+4)
INT
12 (+1)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws STR +10, DEX +6, CON +10, INT +7, WIS +7, CHA +10
Senses Darkvision 120 ft., Passive Perception 13
Languages Abyssal, Common
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Fallen Hero. If Admiral Contra is suffering a negative condition at the start of his turn, he may choose to lose 15 hitpoints, and purge all negative conditions if he does.

Terrifying Aura.  An aura exudes 30 ft from the Admiral. Within this aura, a creature that is frightened by Admiral Contra and is within 30ft can not take reactions, and has a speed of 0. A creature within this aura that hits Admiral Contra with an attack takes 1d8 psychic damage.

Spellcasting. The admiral is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared:g 

1st level (4 slots): armor of agathys, compelled duel, bless

2nd level (3 slots): spiritual weapon, wrathful smite,

3rd level (3 slots): dispel magic, spirit shroud, fear

4th level (3 slots): banishment, find greater steed

5th level (2 slots): destructive wave (radiant), holy weapon

Actions

Multiattack. The admiral makes 2 greatsword attacks. If the admiral has activated "Mantle of Conquest", the admiral makes 3 greatsword attacks.

Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 9 (2d8) radiant damage.

Mantle of Conquest(1/day). The admiral dons a mantle of conquest, which lasts 1 minute. While in this state, the admiral has resistance to all damage, can make three attacks in a turn, and scores a critical hit on a roll of 19 or 20.

Renewed Vigor (1/day). The admiral recovers 100 hitpoints, and moves up to his speed without provoking attacks of opportunity.

Reactions

Parry. The admiral adds 6 to its AC against one melee attack that would hit it. To do so, the admiral must see the attacker and be wielding a melee weapon.

qeuscis

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