Aura of Malice. All enemies within 10 feet of the creature have disadvantage on saving throws.
Spellcasting. The High-King is a 19th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The High-King has following [class name] spells prepared:
Cantrips (at will): Mind Sliver, Guidance, True Strike, Thaumaturgy, Mending.
1st level (4 slots): Hunter's Mark, Gift of Alacrity, Healing Word, Divine Favor.
2nd level (3 slots): Fortune's Favor, Prayer of Healing, Scorching Ray.
3rd level (3 slots): Animate Dead, Fireball, Mass Healing Word.
4th level (3 slots): Arcane Eye, Locate Creature, Polymorph.
5th level (3 slots): Mislead, Mass Cure Wounds, Raise Dead.
6th level (2 slots): Flesh to Stone, Heal.
7th level (1 slot): Divine Word.
8th level (1 slot): Animal Shapes.
9th level (1 slot): Mass Heal.
Action Name. Enter the description for your action.
Noble Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 2) piercing damage.
Sacrificial Dagger. Ranged Weapon Attack: +6 to hit, reach 20/60 ft., one target. Hit: (1d4 + 2) piercing damage.
Desperation. If players are within 80 ft of the spell book, or the High-King is at <10% of full health, actions are randomized (1d20).
Description
Objective: Immortality
Scheme: Ascend to Godhood
Has a spell book that if destroyed, will leave him powerless and vulnerable to all types of attack. Players goal should be to make it past his hoard of devotees/soldiers and destroy this book. If successful, 70% of soldiers and 30% of devotees will turn against the High-King, with the rest remaining loyal with advantage on melee attacks.
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