Medium Undead, Lawful Evil
Armor Class 22 (magical plate, shield)
Hit Points 540 (40d8 + 360)
Speed 70 ft., Climb 70 ft., Swim 70 ft.
STR
28 (+9)
DEX
22 (+6)
CON
28 (+9)
INT
22 (+6)
WIS
22 (+6)
CHA
28 (+9)
Saving Throws STR +18, CON +18, WIS +15, CHA +18
Skills Acrobatics +15, Athletics +27, Intimidation +18, Perception +15
Damage Resistances Cold, Lightning
Damage Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 500 ft., Passive Perception 25
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Feed on Strife. The aspect is just as adept at using fear, and hatred against its foes as Kas himself. Each creature of the aspects choice that starts its turn within 120 feet of the aspect can't be immune to the charmed, frightened, or paralyzed conditions. Whenever the aspect would cause a creature to be charmed, frightened, or paralyzed it regains 20 hit points, or gains 20 temporary hit points. Temporary hit points gained in this manner can stack.

Legendary Resistance (5/Day). If the aspect fails a saving throw, it can choose to succeed instead.

Oppressing Force. The aspects attacks are considered magical, and deal an extra 11 (2d10) psychic damage on a hit (included in the attack). Whenever the aspect deals psychic damage to a creature normally immune, that creature is instead resistant. If the aspect deals psychic damage to a creature normally resistant, is instead not resistant. Additionally, whenever a creature hits the aspect with an attack it takes 5 (1d10) psychic damage.

Sword of Kas. Each aspect and avatar of Kas wields a lesser version of the eponymous sword that he had reclaimed. The aspect adds its Charisma modifier (+9) to the result of its weapon damage rolls (included in the attack), and attacks made with the sword score a critical on rolls of 18, 19, or 20. Additionally, the aspect cast the following spells at 9th level 3/day each through the sword: cause fear, counterspell, divine word (as an action), finger of death. Finally, the aspect has advantage on Strength (Athletics) checks, Initiative rolls, and adds 1d12 to the result of its initiative rolls.

Wrath of the Destroyer (Recharges after a Short or Long Rest). If the aspect would be reduced to 0 hit points, its current hit point total instead resets to 500 hit points, it recharges its Shadowy Assault action, and it regains any expended uses of Legendary Resistance. Additionally, the aspect can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating the aspect after its Wrath of the Destroyer trait activates.

Actions

Multiattack. The aspect uses Betraying Gaze, Cease Blood Flow, or casts a spell from the Sword of Kas. It then makes four attacks: one with its Bite, one with its Shield, and two with the Sword of Kas.

Betraying Gaze. The aspect targets a creature it is aware of within 120 feet of it. The target must make a DC 26 Wisdom saving throw or become charmed until the end of the aspects next turn. While charmed in this manner, an affected creature cannot take any hostile actions towards the aspect and must do everything in its power to slay the ally nearest to it. On a successful save, an affected creature takes 20 (2d10 + 9) psychic damage.

Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 23 (1d10 + 18) piercing damage plus 11 (2d10) psychic damage. If the target is a living creature, it loses 13 (2d12) hit points and the aspect regains the same number of hit points. If the target is under the effects of a beneficial potion, or spell, that effect ends on the target and benefits the aspect for the remainder of its duration.

Cease Blood Flow. The aspect targets a living creature it is aware of within 120 feet of it that has blood, or an equivalent substance flowing through its body. The target must make a DC 26 Constitution saving throw or be paralyzed for 1 minute as the aspect causes all of the blood in the targets body to cease flowing. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful saving throw, an affected creature lose 11 (2d10) hit points as the aspects only siphons blood from its form.

Shield. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 21 (1d6 + 18) bludgeoning damage plus 11 (2d10) psychic damage. If the target is a creature of Huge size or smaller, it is knocked prone.

Sword of Kas. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 24 (1d12 + 18) slashing damage plus 11 (2d10) psychic damage. If the attack is a critical, and the target has a head, it must make a DC 20 Constitution saving throw. On a failed saving throw, the target dies as the aspect decapitates it.

Shadowy Assault (Recharge 5-6). The aspect enters a wraith-like state and teleports throughout the battlefield, lashing out at at its foes. The aspect targets a creature it is aware of within 120 feet of it and teleports to an unoccupied space adjacent to that creature, making a Sword of Kas against that creature. If the attack hits, the aspect can teleport in this manner twice more.

Bonus Actions

Change Shape. The aspect transforms into a bat, wolf, or a wraith-like entity gaining different benefits based on the form it takes. As a bat, the aspect gains a flying speed of 60 feet, it can't make attacks other than Bite attacks, and its flying speed doesn't provoke attacks of opportunity. As a wolf, the aspects walking speed increases to 80 feet, it can only make Bite attacks, and its Bite attack knocks a target prone if it fails a DC 26 Strength saving throw. As a wraith, the aspect gains a hover speed of 80 feet, all of its attacks deal psychic damage rather than their normal damage, and the aspect gains vulnerability to radiant damage.

Terrifying Smite. The aspect empowers the next attack it successfully hits a creature with. The attack deals an extra 18 (4d8) thunder damage, and the target must make a DC 26 Strength and Wisdom saving throw. On a failed Strength saving throw, the target is launched 60 feet backwards landing prone. On a failed Wisdom saving throw, the target is frightened of the aspect until the end of its next turn. The target suffers no detrimental effects on successful saving throws.

Reactions

Punish Cowardice. As a reaction to a creature using the Dash action, or a flying speed to move away from the aspect, it can magically lash out at that creature for its cowardice. The target must make a DC 26 Strength saving throw, having it speed reduced to 0 until the end of the aspects next turn.

Legendary Actions

The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of its turn.

Strike. The aspect makes an attack with the Sword of Kas.

Might of the Fanged Tyrant (Costs 2 Actions). The aspect uses Betraying Gaze, or Cease Blood Flow.

Mythic Actions

If the aspect's Wrath of the Destroyer trait has activated in the last hour, it can use the options below as legendary actions.

Destroyer's Whirlwind (Costs 2 Actions). The aspect spins and pirouettes, lashing out with its sword at those around it. Each creature of the aspects choice within 20 feet of it must make a DC 26 Dexterity saving throw taking  35 (4d12 + 9) slashing damage plus 26 (4d12) psychic damage on a failed save, or half as much on a successful one.

Drain Life (Costs 3 Actions). The aspect targets a living creature it can see within 120 feet of it. The target must make a DC 26 Constitution saving throw losing 64 (10d10 + 9) hit points and have disadvantage on ability checks and attack rolls until the end of the aspects next turn on a failed saving throw, or lose half as much hit points and suffer no other detrimental effect on a successful one.

Description

The Fanged Tyrant, the new Faerunian greater deity of Strife after taking the portfolio's of Bane upon his death. Better known as Kas, the Fanged Tyrant was previously a vampire of immense power, almost a demigod. But, after a group of powerful adventurers were caught in the center of a plot orchestrated by Vecna, the eternal rival of Kas, he decided to involve himself. Eventually during the dismantling of Vecna's plot to ascend to the Overgod of Realmspace, the adventurers slew the Dead Three, Bane, Bhaal, and Myrkul. After their deaths, the portfolio's they held were now free to be claimed by other beings of power and, the all powerful Ao once again made all of the deities of the Realms mortal. Wanting to take full advantage of this opportunity, Kas claimed the portfolios held by Bane and then delved into the infinite depths of the Abyss where he slew Kanchelsis and claimed the portfolios or Blood, and Vampires. After Kanchelsis had been dealt with, Kas sought out Tethrin Veralde, an elven deity of Swordsmanship. Their battle was long, taking place over multiple weeks due to the two being nearly matched in skill with blades, but due to Kas having plenty of experience battling against one of the most powerful mages in all of history, the bladesinging expertise of Tethrin did him little favors. Eventually, Kas managed to strike a killing blow on the elf, but not before Tethrin struck a wounding blow of his own leaving a permanent scar of Kas' face that is even present on his aspects and avatars. With his portfolios acquired, Kas set out to the Shadowfell and created his own realm that neighbored that of Shar. This region of the Shadowfell would become known as the Sanguine Court, it was place wreathed in complete darkness where rivers run with blood and vampire thrive.

Now a greater deity, Kas went about restructuring the clergies that worshiped him. He would send aspects and avatars to the largest of his clergies to train them himself, and after Kas found the Silver Mask that transformed him into a vampire those hundreds of years ago, he began creating a new breed of vampires that were infused with his divine essence. These vampires would be aptly named "Kassinian Vampires" by scholars, and Kas would send one of them to be the leader of each and every church that was founded in his name. These vampiric leaders were at first a point of contention for many other churches throughout the Realms, but soon enough, these churches of Kas were hunting down rogue vampires, liches, and other rampant undead and they acted to enforce order within the region they resided in without overstepping the personal freedoms of the citizens.

Soon after the restructuring of his clergies, the Lord of Hell, Asmodeus wished to have Kas as the acting Warmaster in a pantheon he was organizing. Not wanting to be bound by contract to the Archfiend, Kas agreed to lead and train the armies of hell and the rest of the pantheon if was paid to do so, acting as a sort of mercenary rather than a supplicant. Asmodeus reluctantly agreed to these terms, as he saw Kas a key player in the plan he wished to put in motion. Now the Warmaster of the Hellfire Pantheon, and a greater deity, Kas is a key player in the deific hierarchy of Realmspace. 

Tw4tboi

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