Medium Humanoid (Earth Genasi), Lawful Evil
Armor Class 17 magical half-plate
Hit Points 86 (9d12 + 27)
Speed 30 ft.
STR
9 (-1)
DEX
16 (+3)
CON
16 (+3)
INT
13 (+1)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws WIS +6, CHA +10
Skills Deception +9, Insight +7, Persuasion +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed
Senses Passive Perception 13
Languages Common, Terran
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Explosive-Reactive Armor. When Christina is reduced to 0 hit points, her armor detonates itself in response, casting the spell fireball at 3rd level centered on her space.  She then regains 69 hitpoints, with a reduced AC of 14.  In addition, she loses access to her suit-related actions.

Powerful Armor. As long as Christina's Explosive-Reactive Armor trait has not been activated, the arcane armor which protects her increases her Strength to 18.

Pact Magic. Christina Min-Tao is a 7th-level spellcaster with two spell slots. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Christina has the following Warlock spells prepared:

1st level: Hex, Charm Person

2nd level: Invisibility, Suggestion

3rd level: Fly, Hypnotic Pattern, Major Image

4th level: Banishment, Dimension Door

Actions

Overcharge (Recharge 5-6). Christina vents all available energy from her suit into a powerful projectile, firing into a crowd.  All creatures in a 30 ft. radius must make a Dexterity Saving throw (DC 17).  On a failure, those creatures take 6d6 lightning damage and are vulnerable to lightning damage until the end of their next turn.  On a success, they take half as much damage and suffer no additional effects.

Multiattack. Christina uses her Gauntlet Blast attack twice.  If her Explosive-Reactive Armor trait has been activated, then she must use Eldritch Blast twice instead.

Eldritch Blast. Ranged Weapon Attack: +9 to hit, range 120 ft., 1 target. Hit: 11 (1d10 + 5) force damage and the target is pushed back ten feet.

Gauntlet Blast. Ranged Weapon Attack: +9 to hit, range up to 60 ft., 1 target. Hit:  9 (1d6 + 5) lightning damage.

Reactions

Hex Shields. In response to being targeted by an attack, Christina may add a +5 bonus  to her Armor Class.  This bonus only applies to the triggering attack.  If it raises her AC above the attack roll which triggered this reaction, the attack misses.

Legendary Actions

Christina Min-Tao has three legendary actions, which she can use at the end of another character's turn.  After her Explosive Reactive Armor trait activates, she loses access to these traits.  Instead, she may use one legendary action each turn to cast her eldritch blast cantrip.

Quick Blast (Costs 1 Action). Christina uses her gauntlet blast attack once.

Empowered Stand (Costs 1 Action). Christina emplaces herself where she stands, extending a shield from her power armor which grants her half cover until the beginning of her next turn.

Runic Leap (Costs 2 Actions). Christina activates power runes on her boots to jump 60 ft across the battlefield.  In addition, each creature within five feet of her when she lands must make a dexterity saving throw (DC 17).  On a failure, those creatures take 2d6 thunder damage.

Description

Christina Min-Tao is a tall, marble-skinned Earth Genasi with veins of gold running under her skin.  

Lair and Lair Actions

The Min-Tao Armory is rigged with all manner of mechanical traps and normal aristocratic devices aimed at deterring thievery or corporate espionage.

Lair Actions

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

  • 1d4 Animated Armors and 1 Knight loyal to the Min-Tao family arrive from other locations to assist Christina, protecting her in any way they can.
  • Infernal runes appear on the ground underneath intruders, marking their presence so that they can be dealt with.  All hostile creatures must make a DC 18 Wisdom saving throw.  On a failure, they take 1d6 fire damage and are outlined in bright light until the next initiative count 20.  Creatures marked in this way take a -10 penalty to stealth checks and cannot benefit from invisibility.  In addition, they take 2d6 fire damage whenever they cast a leveled spell.
  • The Estate's machinery activates at random, grasping at whatever is within reach.  Up to 3 random creatures must make a DC 18 Dexterity Saving throw.  On a failure, they are grappled and restrained by the machinery until the next initiative count or until they succeed on a DC 15 Athletics/Acrobatics check to free themselves.  The machinery has AC 13 and 15 HP.

 

TheAurelian

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