Adamantine Breastplate. Any critical hit dealt to Soulforger becomes a normal hit.
Indomitable (2/Day). Aurius can reroll a saving throw that he fails. He must use the new roll.
Practiced Pyromancer. Whenever Soulforger casts a spell that would deal damage, he can choose to deal fire damage instead of its normal damage type.
Dragon's Champion (Recharges after a Short or Long rest). If Soulforger is reduced to 0 hitpoints, he doesn't die or fall unconscious. Instead, he immediately regains 155 hitpoints, and recharges Flame's Grasp. In addition, Soulforger regains 10 hit points at the start of his turn if he has at least 1 hit point.
Peerless Tactician. (3/Short or Long Rest). At the start of another creature's turn, that creature must make a DC 18 Deception (Charisma) check. If the creature fails the save, they describe their turn and Commander Soulforger can use a Legendary or Mythic action which takes effect before that creatures turn.
Spellcasting. Soulforger casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 17):
At Will: light, blade ward, control flames, prestidigitation, minor illusion
2/day each: ice storm, thunder step, shield
1/day: chain lightning, counterspell
Multiattack. Soulforger makes two Arcane Burst attacks.
Arcane Burst. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 120 ft., one target. Hit: 26 (4d10 + 4) fire or force damage.
Flame's Grasp (Recharge 6). Commander Soulforger summons magical flames that swirl around a creatures head that he can see within 60 feet of himself. The target must make a DC 17 Constitution saving throw. A creature that fails the save is blinded and begins to gasp for breath as the flames lick at their eyes and lungs. A creature that fails the saving throw a number of times equal to 1 + their Constitution modifier falls unconscious. Additionally, the magical flames dull the effects of magic around the target, and any magical healing the target receives is halved. The target can repeat the saving throw at the end of each of its turns, ending the effects on a success.
Shield (2/Day). Soulforger casts the shield spell.
Counterspell (1/Day). Soulforger casts the counterspell spell.
Soulforger can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Soulforger regains spent legendary actions at the start of his turn.
Directed Assault. Soulforger targets one ally he can see within 60 feet of himself. If the target can see or hear Soulforger, the target can make one attack as a reaction and gains advantage on the attack roll.
Subtle Reposition. Soulforger moves up to his speed without provoking opportunity attacks.
Relentless Blows (Costs 2 Actions). Soulforger makes one Arcane Burst attack.
Commanders Resilience. Soulforger casts the blade ward spell.
If Soulforger's Dragon's Skin trait has activated in the last hour, he can use the options below as legendary actions.
Cast a Spell (Costs 3 Actions). Soulforger uses Spellcasting.
Lunging Strike. Soulforger moves up to his speed without provoking opportunity attacks. Soulforger makes an Arcane Burst attack. If Soulforger moves less than 15 feet with this movement before making a melee attack, he does so with advantage.
Exasperated Roar (Costs 2 Actions). Soulforger emits a terrifying roar. Each creature within 60 feet of Soulforger that can hear the roar must make a DC 18 Wisdom saving throw or be frightened of Soulforger until the end of Soulforger's next turn.
Description
Commander Aurius Soulforger is a red-furred, green eyed Leonin. He is the Commander of the VII Wildfire Legion, a vanguard regiment from Ostrinium that has been on the forefront of all of their offenses. He is a brutal leader, demanding unwavering loyalty from all those underneath him. His troops respect his skill and follow him unquestioningly. He rapidly rose to prominence thanks to his tactical brilliance, exceptional battle skills, and a mysterious benefactor...
He is a powerful sorcerer and capable melee combatant, preferring to fight with magically imbued claws at close range. He wears an ornately designed adamantine breast plate, which grants him protection from the most devastating of attacks.
Lair and Lair Actions
Commander Soulforger makes his home at the desolate and remote military spire of Faith's Brand. The fortress is found at the hottest part of the Torrid Wastes, a red-sanded, flat desert, dotted with numerous mesas. The fortress is cut directly out of a towering naturally formed mesa in the Torrid Wastes. Adventurers entering the fortress will find themselves going toe-to-toe with the numerous Leonin, Draconians, Fire Giants, and other sinister creatures that make up the military of Ostrinium.
When Commander Soulforger is in his lair he gains the following trait, as well as immunity to fire damage:
Magic Resistance. Soulforger has advantage on saving throws against spells and other magical effects.
Lair Actions
On initiative count 20 (losing initiative ties), Commander Soulforger takes a lair action to cause one of the following effects; Commander Soulforger can’t use the same effect two rounds in a row:
- He targets up to three separate targets within his lair, and casts the heat metal spell. The spell lasts until Soulforger takes another lair action.
- Soulforger targets a spot in the room, creating a 40 foot radius pool of lava. The lava pool is difficult terrain for any creature that does not have resistance or immunity to fire damage. Additionally, a creature that ends their turn in the pool of lava takes 1d10 fire damage.
- The floor cracks open and geysers of smoke pour forth. The smoke spreads around corners, and the room becomes heavily obscured.
Regional Effects
The region surrounding Commander Soulforger’s lair being situated deep in the desert, experiences the following effects:
- There is little to no rain, resulting in only the most resilient of vegetation.
- Strong wind sometimes whips through the canyons, stirring them into particularly treacherous sandstorms. See the Strong Wind section of the Dungeon Master's Guide. Travelling through these storms is perilous, anyone attempting to navigate through them must make a DC 20 Survival check or become lost. Additionally, creatures not wearing clothing that protects their face must make DC 14 Constitution saving throws or be blinded. Creatures can repeat the saving throw at the end of their turns or after an hour of travel.
- During daylight, the sun bakes the sand to extreme temperatures. See the Extreme Heat section of the Dungeon Master's Guide.
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