Medium Fiend, Lawful Evil
Armor Class 25 Suit
Hit Points 344 (23d12 + 54)
Speed 40 ft.
STR
19 (+4)
DEX
27 (+8)
CON
19 (+4)
INT
20 (+5)
WIS
17 (+3)
CHA
23 (+6)
Saving Throws DEX +15, CON +11, WIS +10
Skills Acrobatics +19, Intimidation +19
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Fire
Condition Immunities Blinded, Charmed, Frightened, Poisoned, Unconscious
Senses Truesight 120ft, Passive Perception 31
Languages Abyssal, Common, Draconic, Infernal
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

11 Spices & Herbs. Any creature making a melee attack against the Colonel must succeed a wisdom save (Dc 20) or suffer disadvantage.

Chicken Hunt. When the Colonel makes an attack targeting a creature flying that attack has advantage.

Magical attacks. All of the colonels attacks are considered magical.

Legendary Resistance (2/Day). If the Colonel fails a saving throw, it can choose to succeed instead.

 Innate spellcasting. At Will; Grease

Actions

Multiattack. Colonel makes four punches or make four attacks with Deep and Fried, or make two attacks with Kentucky.

Punch. Melee Weapon Attack: +15 to hit, reach 5 ft., 1 target. Hit: 20 (4d8 + 8) bludgeoning damage. 

Deep & Fried. Ranged Weapon Attack: +16 to hit, range 60/120 ft.,  target. Hit: 29 (4d10 + 9) piercing damage. Any creature with a 10 foot cone of the targeted creature must make a dexterity (DC 20) or take 15 (5d6) 

Kentucky. Ranged Weapon Attack: +16 to hit, range 200/800 ft., target. Hit: 62 (11d10 + 9) bludgeoning damage, anyone hit by this gun must make a constitution saving throw (Dc 20) or be knocked prone, if a creature is flying while hit by this attack save is made with disadvantage.

Bonus Actions

Summon. Colonel brings forth 3 quasits, these quasits will protect the Colonel. The quasits are summoned have these changes made to them, they only have 1 hit point they don't get a turn in initiative, instead when ever a Colonel is subjected to an attack that hits the quasits will jump in front the attack to make the attack not hit.

Reactions

Deflect & Rebuttal. When the Colonel is hit by an melee or ranged attack, he m ay use his reaction to add +5 to his armor class possibly causing the attack to miss, if the attack doesn't miss he instead makes an attack with either his punch or deep & fried.

Legendary Actions

The Colonel can take 2 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 Colonel regains spent legendary actions at the start of its turn.

Weak Spot (Cost 1 Actions). When the Colonel takes this action he gains advantage on a target he can see when he takes that action, he gains advantage on the next attack that hits against that creature he also deals an extra 20 (4d10).

Attack (Cost 1 Action). The Colonel makes one punch or one deep & fried attack.

Death Bucket (Cost 2 Actions). When the Colonel takes this action every creature with in a 20 foot radius must make a (Dc 20) dexterity saving throw. On a fail take 40 (6d8+9) half as much on a success.

Description

Snow white hair a slightly winkled his face looks around 50-60 with rectangular glasses and a goatee, he has a white trench coat with a suit and vest underneath also a bright white, with loose fitted dress pants and obsidian black dress shoes. His eyes are golden and shine in a weirdly holy way, but underneath his golden façade are burning eyes seemingly coming from the depths of despair, his eyes look like they are on fire with red orange and yellow iris's and deep black empty pupils. these eyes are covered by his glasses which use illusion magic to cover his demonic presence. 

Habitat: Urban

warblaster

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