Armor Class 18 Breastplate
Hit Points 187 (25d8 + 75)
Speed 40 ft.
STR
22 (+6)
DEX
18 (+4)
CON
16 (+3)
INT
12 (+1)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws STR +11, DEX +9, CON +8, CHA +9
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60ft, Passive Perception 16
Languages All
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Aura of Death. Augustus has a strong necromantic aura surrounding him. Any damage taken within 30ft of him (excluding him) reduces the maximum hit points of the creature by an amount equal to the damage taken. When the target takes a long rest, they must make a DC 18 constitution saving throw, their hit point maximum returning on a success. The target dies if this effect reduces its hit point maximum to 0 and their soul is collected by Augustus. The soul can only be recovered by slaying Augustus within the hour of the creature dying.

Combat Expertise. When Augustus makes an attack, he can choose one of the following effects to occur. He can only use one combat expertise per turn.

  • Augustus moves up to 20ft without provoking opportunity attacks.
  • Augustus pushes the target up to 10ft away in any direction.
  • Augustus gains 20 temporary hit points.
  • Augustus attempts to stun the target of the attack. The target makes a DC 18 constitution saving throw or be blinded until the start of Augustus's next turn.

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

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

Turning Immunity. Augustus is immune to features that turn undead.

Special Equipment. Augustus has a Rod of Glory which functions as a Rod of Lordly Might with the added ability of being able to open a door to any room from this chapter.

Actions

Multiattack. Augustus makes four weapon attacks. He can replace two of these attacks with either his Reaper Scythe or his Call the Fallen ability if they are available.

Gladius of Hades. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 6) necrotic damage. The target must succeed on a DC 18 constitution saving throw or be hindered by the spirits of Augustus's fallen enemies. The creature has disadvantage on attack rolls and ability checks they make until the start of Augustus's next turn.

Javelin. RangedWeapon Attack: +9 to hit, range 60/180 ft., one target. Hit: 10 (2d6 + 4) necrotic damage. If the target is within 5ft of a wall, it must succeed on a DC18 strength saving throw or be pinned to said wall, making their speed 0 until they spend an action to remove the javelin.

Reaper Scythe (Recharge 4-6). Augustus slashes, releasing a wave of necromantic energy from his gladius. Each creature in a 15ft wide by 45ft long line must make a DC 18 constitution saving throw. A creature takes 44 (6d8 + 18) necrotic damage on a failed save and is knocked prone, or half as much on a successful save and isn't knocked prone. This scythe ignores temporary hit points, instead dealing direct damage to the creature and removing no temporary hit points if it has any.

Call the Fallen (Recharge 6). Augustus plunges his gladius into the ground, calling upon his fallen enemies to restrain his currently not fallen enemies. Each creature of Augustus’s choice within 30ft of him makes a DC 18 strength saving throw or be restrained by the spirits. A creature restrained in this way has disadvantage on all attack rolls and ability checks and takes 12 (4d6) necrotic damage at the start of each of its turns. At the end of the creature's turns, they can attempt the saving throw again, ending the effect on a success.

Reactions

Grim Parry. Augustus adds 5 to his AC for one turn. To do so, Augustus must be able to see the attack. If this reaction causes an attack to miss Augustus, he can immediately make an attack against the attacking creature. 

Legendary Actions

Augustus 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. Augustus regains spent legendary actions at the start of his turn.

Shift. Augustus moves up to his movement speed without provoking opportunity attacks and makes an attack with either his Gladius or a Javelin.

Sow. Augustus charges up his necromantic energy, readying himself to release it. Each creature within 30ft of him can feel the air grow cold as black flames begin to wreath off of him.

Reap (2 actions). Augustus releases his necrotic energy built up from Sow. Each creature of Augustus's choice within 30ft of him must make a DC 18 constitution saving throw. On a failure, the creature takes (8d8 + 48) necrotic damage and is paralyzed. On a success, a creature takes half damage and isn't paralyzed. A paralyzed creature can attempt the saving throw at the end of their turns, ending the effect on a success.

Lair and Lair Actions

Augustus's lair

Lair Actions

On initiative count 20 (losing initiative ties), Augustus takes a lair action to cause one of the following effects; the Augustus can’t use the same effect two rounds in a row:

  • Augustus causes 1d6 + 1 skeletons to rise from the ground in any unoccupied location that he can see. The areas the skeletons come from become difficult terrain. Augustus can't use this effect again until all the skeletons have been defeated.
  • Augustus creates spectral spectators that can either heckle or cheer on any number of creatures within his lair (Including himself). The next time the chosen creatures take their turn, they must make a DC 15 Performance check using the ability score of their choice (strength or dexterity if making an attack, their casting modifier if they cast a spell, ect.). On a success, the creature is cheered on and bolstered, granting them 20 Temporary Hit Points and advantage on their next attack roll or ability check they make. On a failure, the creature is heckled and booed, making them take 4d6 psychic damage and disadvantage on their next attack roll or ability check they make.
  • Augustus changes the battlefield, creating either a 15ft-cube of difficult terrain, two 5ft radius by 15ft-tall stone cylinders, or three 5ft-high walls of stone. These structures have 60 Hit Points, 12 AC, and immunity to psychic and poison damage.

Regional Effects

The region containing a legendary Augustus’s lair is built for bloody battles, which creates one or more of the following effects:

  • Blood and Gore within the lair is quickly absorbed by the ground, causing any remains to disappear within 1d4 hours of being left there.
  • All combat is accompanied by the sound of spectators clamoring over the fight. Creatures are unable to be surprised while in the lair.

If the Augustus dies, these effects fade over the course of 1d10 days.

TheSaltRobot

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