Medium Humanoid, Chaotic Evil
Armor Class 23 Loudspeaker Armor
Hit Points 216 (25d8 + 45)
Speed 40 ft.
STR
20 (+5)
DEX
24 (+7)
CON
25 (+7)
INT
26 (+8)
WIS
27 (+8)
CHA
30 (+10)
Saving Throws DEX +14, CON +14, CHA +17
Skills Insight +15, Intimidation +17, Persuasion +17
Damage Resistances Necrotic, Psychic
Damage Immunities Cold, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Truesight 120 ft, Passive Perception 18
Languages All, telepathy 120ft
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Innate spellcasting. The bank keeper's spellcasting ability is Charisma (Spell save DC 25). The bank keeper can innately cast the following spells, requiring no material components.

At will: Charm person, Heat metal, Dispel magic, Animate objects

3/Day: Mass cure wounds, Conjure minor elementals

1/day: Wish

Loudspeaker Armor. The bank keeper's armor includes its charisma modifier.

Magic resistance. The bank keeper has advantage on saving throws against any spells and other magical effects.

Magic weapons. The bank keeper's weapons are magical.

Protected icon. Anyone loyal to the bank keeper within a mile can sense if they are in danger.

 

Actions

Multiattack. The bank keeper uses its liquid gold scimitar twice and can use either its heavy crossbow or liquid gold.

Liquid gold scimitar. Melee Weapon Attack: +14 to hit, reach 5 ft., 1 target. Hit: 10 (1d12 + 7) slashing damage plus 8 (2d8) fire damage.

Heavy crossbow. RangedWeapon Attack: +14 to hit, range 100/400 ft., 1 target. Hit: 34 (4d8 + 7) piercing damage.

Liquid gold. The bank keeper shoots hot liquid gold in a cone out of its hand. Anyone within the 30 ft cone must make a DC 18 Dexterity saving throw or take 16 (2d12) fire damage on a successful save, but on a failed save, the target takes 30 (3d12) fire damage and starts slowly turning into gold. On the target's turn, the gold covers 1 foot of their body. If the target becomes fully encased in gold, they are petrified but in a gold form. The gold melts off the target's body if the bank keeper dies.

Reactions

Loyal guards. If the bank keeper is about to take damage, a bank guard or anything that the bank keeper conjured moves its speed up in front of the bank keeper to take the damage instead.

Legendary Actions

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

Attack. The bank keeper uses its liquid gold scimitar.

Golden call (Costs 3 actions). The bank keeper stomps their foot and yells any word. When they do this, any ally within 30 feet of the bank keeper, and the bank keeper themself, gains 20 (3d8) hit points and can attack anyone within 5 feet of them.

Description

The bank keeper has been known as one of the richest people ever known. Being touched by the pool of greed, they had a thirst for power and made their lair in a bank so that people would think of them as innocent.

Lair and Lair Actions

In a hidden room in a special bank. This room contains many pillars of gold and is at a cold temperature. There are gold and silver pieces everywhere and has flower patterns on the walls and many golden objects.

Lair Actions

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

  • The walls keep changing their pattern. Any creature that can see the wall must make a DC 18 Wisdom saving throw or be stunned until their next turn.
  • The gold bars move around very quickly. On a gold bar turn, it has a speed of 20 feet. If it goes directly in front of a target, and the target is moving, the target falls prone. They can use an extra turn to get back up.
  • Small golden spikes pop up from the ground in a 30 ft by 30 ft any spot the bank keeper chooses. Anyone within that zone takes 2 (1d4) Piercing damage at the start of their turn.

Regional Effects

The region containing a legendary bank keeper’s lair is warped by their magic, which creates one or more of the following effects:

  • The targets within 30 feet of the entrance feel a lot colder than usual.
  • The patterns get a lot fancier and more intricate, and some have the bank keeper's eyes on them.
  • Every single weapon that anyone is carrying turns to gold.

If the bank keeper dies, these effects fade over the course of 1d4 days.

Habitat: Urban

UpsetAkil123

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