Medium Humanoid, Any Alignment
Armor Class 18 Bulletproof Suit
Hit Points 120 (13d12 + 42)
Speed 40 ft.
STR
11 (+0)
DEX
18 (+4)
CON
16 (+3)
INT
12 (+1)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws DEX +7, WIS +4
Condition Immunities Charmed, Frightened, Poisoned, Prone
Senses Passive Perception 13
Languages Common, Thieves' Cant Any 4 additional languages
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Corporate Evasion. If the CEO is subjected to an effect that allows it to make a Dexterity or Wisdom saving throw to take only half damage, the CEO instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided the CEO isn’t incapacitated.



Actions

Multiattack. The CEO makes three Shortsword or Heavy Shotgun attacks.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) poison damage.

Heavy Shotgun. Ranged Weapon Attack: +7 to hit, range 10/60 ft., one target. Hit: 10 (2d6 + 4) piercing damage plus 3 (1d6) poison damage.

Bonus Actions

Incentivized. The CEO takes the Dash, Disengage, or Hide action.

Reactions

Executive Sustainability. The CEO halves the damage that it takes from an attack that hits it. The CEO must be able to see the attacker

Legendary Actions

The CEO 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. The CEO regains spent legendary actions at the start of its turn.

Corporate Restructuring - The CEO may move up to half of their move speed without triggering any opportunity attacks.

Delegation - The CEO can force one willing creature to make an attack action with the CEO choosing the target and attack type.

Rehire (Costs 2 actions) - The CEO may cast revivify, ignoring all somatic & material components, on a creature that the CEO can see. Selected creature regains 1d12 Hit Points.

Transfer of Power (Costs 3 actions) The CEO proposes a transfer of teams to a humanoid they can see. The creature must make a Charisma saving throw, and does so with advantage if they are within 5 ft of an ally. If it fails the saving throw, a transfer is made forcing the creature to be an ally of the CEO for the next minute. The CEO has full control over the choices made by the creature. At the end of their turn, the creature may attempt a contested Charisma check to be released. Another creature may use their action to attempt the contested Charisma check, with advantage if they are within 5 ft of the transferred creature.


Description

Chief Executive Officers (CEO) are known for their toxic behavior & hostile takeovers. They tend to develop a romanticized reputation with their work and poison the minds of their followers. A CEO might retire from "hands-on" work to spearhead some covert enterprise or enjoy a quiet life of luxury but they will always retain their status.

When a CEO completes a hostile takeover, they often leave behind a wave of destruction that is praised in the media. This Media Praise provides advantage on all dexterity rolls as the CEO becomes near untouchable for the next 3 days.

Lair and Lair Actions

The CEO's "lair" is his corner office on the top floor of his corporate headquarters, home office, or vacation home. This office is incredibly spacious and filled with expensive treasures & medieval weapons  behind bulletproof glass windows. There are a number of audio & video devices continually surveying the room which is constantly monitored by a 3rd party. Footage is automatically & instantly uploaded to a cloud based server. There is a lone desk on one end of the room with a number of luxurious seating options meticulously placed throughout the room.

There are always 2 heavily armed security officers on the inside of the CEO's office door without external communication devices. They are solely to stand guard and protect without any potential to communicate externally or leave their post without the CEO's explicit instruction.

Security - Along with the continued monitoring of this office, there is a silent alarm button under the desk which alerts the CEO's security team who are at his beckon call 24/7. Once this button is pressed, a massive response team is less than 30 seconds away.

Cryogenic Chamber - 
This chamber is hidden under the floor of the CEO's office and can be opened by a hidden access panel or will automatically be opened if the CEO soul is transferred into the clone. The chamber requires a DC25 Perception check to notice and the panel has a DC27 lockpicking check to open.

The chamber grows an inert duplicate of the CEO as a safeguard against death. This clone forms inside the cryogenic chamber and grows to full size and maturity after 120 days;. The CEO will begin any campaign with a clone fully grown & inert. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.

If the CEO dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.

 

Previous Versions

Name Date Modified Views Adds Version Actions
9/20/2022 8:23:28 PM
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9/21/2022 3:43:06 PM
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9/21/2022 7:37:54 PM
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9/21/2022 8:05:37 PM
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Habitat: Urban

El_Burrito_

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