Medium Humanoid, Lawful Good
Armor Class 26 (17 hits the animated plate, look at Armored defense))
Hit Points 625 (16d20 + 100)
Speed 50 ft., Climb 35 ft.
STR
30 (+10)
DEX
26 (+8)
CON
30 (+10)
INT
18 (+4)
WIS
18 (+4)
CHA
25 (+7)
Saving Throws STR +19, DEX +17, CON +19, INT +13, WIS +13, CHA +16
Condition Immunities Charmed, Exhaustion, Frightened, Petrified
Senses Darkvision, Passive Perception 17
Languages Common, Elvish, Halfling, Infernal, Orc
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Armored defense. If the hit is a 17 or above you do damage to the armor that has 250 hp. If the hit is above Ansels AC (or get a nat 20) you get to decide if you hit him or the armor. Once the armors hp reaches zero the AC of Ansel becomes 19 and the floating swords fall but don't lose their flame properties.  

Keen Hearing and Sight. Ansel has advantage on Wisdom (Perception) checks that rely on hearing or sight.


Actions

Suit up. It costs him one action to "suit up" (He jumps in the air and Ansels animated armor opens up and surrounds him as Ansel hits the ground he unsheathes his sword, as he unsheathes his swords they spark and catch fire. The two dancing swords unsheathe themselves and also catch fire.)  

Armor Mend. Ansel can take an action when the armor hits zero to get it back up to 100hp, but Ansel will have to suit up again or let the armor fight on it's own with an AC of 17.

Action Melee Attack. Saber attack : +14 to hit, reach 5 ft (if Ansel is using the floating swords 10ft) , 1 target. (2d8 + 15) [slashing or piercing] + (3d12 + 15) [fire] damage. (8 Attacks per turn 2 have a reach of 10ft)

Action Ranged Attack. 6 sword flame burst: +14 to hit, range 60ft cone., 7 targets. Dex check DC20   (10d12 + 17) [fire] damage.

Action Ranged Attack. 8 Sword Flame Spin Attack: +14 to hit, range 100/100 ft., 20 targets. Dex check DC20 (6d12 + 17) [fire] damage.

 

 

 

 

 

 

 

 

 

 
Bonus Actions

Spell. Web

LEVEL
2nd
CASTING TIME
1 Action
RANGE/AREA
60 ft (20 ft )
COMPONENTS
V, S, M *
DURATION
Concentration 1 Hour
SCHOOL
Conjuration
ATTACK/SAVE
DEX Save DC18
DAMAGE/EFFECT
 Restrained
 

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Reactions

Powerful Presence. At the start of combat (or someone entering combat) everyone makes a wisdom save DC17  if they fail they are frightened. At the start of their turn they can make the saving throw again. (A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within Line of Sight.
The creature can’t willingly move closer to the source of its fear.)

A Being of Power. Any fear or intimidation affects cast or applied in any way automatically fail on Ansel, the being that tried to will make a wisdom save DC17 if they fail they are frightened. At the start of their turn they can make the saving throw again. (A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within Line of Sight. The creature can’t willingly move closer to the source of its fear.) 

Prideful Spite. When knocked prone the next attack roll Ansel gets (not prone) has advantage.

Crippling Confidence. In a party of 3 or less he will only make 4 attacks per turn, once 50% health (of him not his armor) he will use 6 attacks, and once at 25% he will use his full plethora. (unless armor is off or at 0HP see Armored defense) 

Flames of Heaven and Hell. For every being knocked out in combat any fire damage he deals has an extra d12. 

Legendary Actions

Legendary Resistance. (4 Reactions). when the creature fails a save of any kind. If a creature fails, it can choose to succeed instead. 

Legendary Fire . (5 times after 50%HP). He can burn someone (who has been hit) for 2d12 [fire], if this knocks a being out he get's 1d12 extra on any fire damage on top of the one he would get from  Flames of Heaven and Hell.

 

Description

With armor. Ansel is a hulking 6"6 man completely covered in shining platemail. He also happens to have six arms. There are blood red beast hairs on Ansels helmet that go down to the middle of his helmet. There are four sabers at each hip that when drawn two of them float in the air, all of them have a deep crimson red flame. Ansel holds one saber in each of his six hand hands and he has an aura about him that  looks almost like a heatwave.

Without armor. Ansel is a white grey looking, man about 6"5, very fit, and muscly. he has grayish eyes, blood red hair, and red tribal tattoos up to the bottom of his neck. The closer you look at the tattoos the more they look like spiders, there are also small red fang tattoos under his lips. On top of that he has two gold earrings on his left ear. 

Previous Versions

Name Date Modified Views Adds Version Actions
7/30/2022 10:38:29 PM
4
0
1.7
Coming Soon
7/31/2022 4:02:02 AM
6
0
1.8
Coming Soon
7/31/2022 4:08:36 AM
7
0
1.9
Coming Soon
8/10/2022 2:32:37 AM
12
0
1.11
Coming Soon

Monster Tags: NPC

Nesko_44

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