Medium Humanoid, Neutral Evil
Armor Class 21 Armored
Hit Points 214 (20d10 + 100)
Speed 40 ft.
STR
11 (+0)
DEX
27 (+8)
CON
24 (+7)
INT
18 (+4)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws INT +10, WIS +8, CHA +8
Skills Acrobatics +13, Deception +8, Insight +8, Investigation +10, Medicine +8, Persuasion +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened
Senses Passive Perception 21
Languages All
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Soul Slave. So long as a creature is willing Bondrewd can spread his consensus to that creature. While there is a creature with his consensus Bondrewd is incapable of dying and his soul will simply transfer to one of his creatures taking the traits of his new body. There is no limit to how many creatures Bondrewd can spread his consensus to, however after a certain amount creatures with lower intelligence become mindless only capable of simple tasks that require no thought. 

Internal Strike (1/Day). Upon hitting a target with a Palm Strike as a bonus action can invoke sudden vibration within the body of the target. At the start of the affected creatures turn it must make a DC 19 Consitution saving throw. If it fails the targets hit points is reduced to 0 on a success takes 54 (10d10) necrotic damage. 

Curse Cartridges. While Bondrewd is equipped with his cartridges he has immunities to curses and mind-altering effects. 

Magic Resistance. Bondrewd has advantage on saving throws against spells and other magical effects.

Magic Weapons. Bondrewd's weapon attacks are magical.

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

Actions

Multiattack. Bondrewd can make four weapon attacks 

Palm Strike. Melee Weapon Attack: +13 to hit 5 ft., 1 target. Hit: # (1d10 + 7) Bludgeoning damage. 

Tail Attack. Melee Weapon Attack: +13 to hit 10 ft., 1 target. Hit: # (2d10 + 7) Bludgeoning damage. Target must make a DC 19 Constitution saving throw., on a failed save target is knocked prone.

Shaker Needles. Ranged Weapon Attack: +13 to hit, range 60/120 ft., 1 target. Hit: # (3d6 + 8) Piercing damage. The target must make a DC 21 Wisdom saving throw., on a failed save target is incapacitated until the end of Bondrewds next turn.

Severing Beam. Ranged Weapon Attack: +13 to hit, range 120/320 ft., 1 target. Hit: # (5d8 + 8) fire damage. On a critical hit the beam will sever one of the targets limbs. 

Far Caress. Ranged Weapon Attack +13 to hit, range 40 ft., 1 target Hit player is grappled and must make a DC 19 Dexterity saving throw., on a failed save target is also restrained. Can also be used to traverse terrain. 

Gangway. (2/Day) Ranged Spell Attack +13 to hit, range 120 ft., 1 target, Hit (8d10) Radient damage.  

Legendary Actions

Bondrewd can take 2 legendary actions per round 

Far Caress. Pulls Bondrewd in a direction of his choice up to 40ft. Far Caress must connect to a solid surface in order to be used in this manner.  

Tail Attack. Melee Weapon Attack: +13 to hit 10 ft., 1 target. Hit: (2d10 + 7) Bludgeoning damage. Target must make a DC 19 Constitution saving throw., on a failed save target is knocked prone.

Multi-Strike. (Costs 2 Action). Bondrewd makes a palm strike attack against each creature within 5ft feet of him.

 

Description

Bondrewd is a tall man sporting mostly black clothing, with a long coat and a suit. He always covers his face with a black helmet which includes a gap in the middle where violet light shines through. His main body also has what appears to be a mechanical tail. Around his neck is a white gem sculpted into the shape of two hands clasped together in prayer.

 

FAT_CAT

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